Deatheffect color now correctly calculated
This commit is contained in:
@@ -21,6 +21,7 @@ in VertexData{
|
||||
vec3 BiTangent;
|
||||
vec2 TextureCoordinate;
|
||||
vec4 ExplosionColor;
|
||||
float ExplosionPercentageElapsed;
|
||||
}Input[];
|
||||
|
||||
out VertexData{
|
||||
@@ -30,6 +31,7 @@ out VertexData{
|
||||
vec3 BiTangent;
|
||||
vec2 TextureCoordinate;
|
||||
vec4 ExplosionColor;
|
||||
float ExplosionPercentageElapsed;
|
||||
}Output;
|
||||
|
||||
layout(triangles) in;
|
||||
@@ -118,12 +120,17 @@ void main()
|
||||
{
|
||||
// calculate the max distance (s) the triangle will move
|
||||
float s = (randomVelocity.x * ExplosionDuration) + (0.5 * a * pow(ExplosionDuration, 2));
|
||||
float te = (length(triangleCenter2ExplosionRadius) / s);
|
||||
|
||||
Output.ExplosionColor = EndColor * (length(triangleCenter2ExplosionRadius) / s);
|
||||
Output.ExplosionColor = EndColor;
|
||||
Output.ExplosionPercentageElapsed = te;
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
Output.ExplosionColor = EndColor * timePercetage;
|
||||
Output.ExplosionColor = EndColor;
|
||||
Output.ExplosionPercentageElapsed = timePercetage;
|
||||
|
||||
}
|
||||
|
||||
// for every vertex on the triangle...
|
||||
@@ -160,11 +167,14 @@ void main()
|
||||
// if explosion color should be affected by distance instead of time...
|
||||
if (ColorByDistance == true)
|
||||
{
|
||||
Output.ExplosionColor = vec4(1.0);
|
||||
Output.ExplosionColor = EndColor;
|
||||
Output.ExplosionPercentageElapsed = 0.0;
|
||||
}
|
||||
else
|
||||
{
|
||||
Output.ExplosionColor = EndColor * timePercetage;
|
||||
Output.ExplosionColor = EndColor;
|
||||
Output.ExplosionPercentageElapsed = timePercetage;
|
||||
|
||||
}
|
||||
|
||||
// for every vertex on the triangle...
|
||||
|
||||
Reference in New Issue
Block a user