Deatheffect color now correctly calculated
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@@ -21,6 +21,7 @@ in VertexData{
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vec3 BiTangent;
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vec2 TextureCoordinate;
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vec4 ExplosionColor;
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float ExplosionPercentageElapsed;
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}Input[];
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out VertexData{
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@@ -30,6 +31,7 @@ out VertexData{
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vec3 BiTangent;
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vec2 TextureCoordinate;
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vec4 ExplosionColor;
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float ExplosionPercentageElapsed;
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}Output;
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layout(triangles) in;
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@@ -118,12 +120,17 @@ void main()
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{
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// calculate the max distance (s) the triangle will move
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float s = (randomVelocity.x * ExplosionDuration) + (0.5 * a * pow(ExplosionDuration, 2));
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float te = (length(triangleCenter2ExplosionRadius) / s);
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Output.ExplosionColor = EndColor * (length(triangleCenter2ExplosionRadius) / s);
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Output.ExplosionColor = EndColor;
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Output.ExplosionPercentageElapsed = te;
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}
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else
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{
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Output.ExplosionColor = EndColor * timePercetage;
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Output.ExplosionColor = EndColor;
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Output.ExplosionPercentageElapsed = timePercetage;
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}
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// for every vertex on the triangle...
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@@ -160,11 +167,14 @@ void main()
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// if explosion color should be affected by distance instead of time...
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if (ColorByDistance == true)
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{
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Output.ExplosionColor = vec4(1.0);
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Output.ExplosionColor = EndColor;
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Output.ExplosionPercentageElapsed = 0.0;
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}
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else
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{
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Output.ExplosionColor = EndColor * timePercetage;
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Output.ExplosionColor = EndColor;
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Output.ExplosionPercentageElapsed = timePercetage;
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}
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// for every vertex on the triangle...
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@@ -55,6 +55,7 @@ in VertexData{
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vec3 BiTangent;
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vec2 TextureCoordinate;
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vec4 ExplosionColor;
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float ExplosionPercentageElapsed;
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}Input;
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out vec4 sceneColor;
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@@ -148,7 +149,7 @@ void main()
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totalLighting.Specular += light_result.Specular;
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}
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vec4 color_result = Color * diffuseTexel * DiffuseColor * Input.ExplosionColor;
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vec4 color_result = mix((Color * diffuseTexel * DiffuseColor), Input.ExplosionColor, Input.ExplosionPercentageElapsed);
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color_result = color_result * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel));
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//vec4 color_result = (DiffuseColor + Input.ExplosionColor) * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel)) * diffuseTexel * Color;
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@@ -20,6 +20,7 @@ out VertexData{
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vec3 BiTangent;
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vec2 TextureCoordinate;
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vec4 ExplosionColor;
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float ExplosionPercentageElapsed;
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}Output;
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void main()
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@@ -42,4 +43,5 @@ void main()
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Output.Tangent = vec3(M * vec4(Tangent, 0.0));
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Output.BiTangent = vec3(M * vec4(BiTangent, 0.0));
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Output.ExplosionColor = vec4(1.0);
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Output.ExplosionPercentageElapsed = 0.0;
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}
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