Revert "Merge pull request #75 from teamfisk/NormalSpecularMapping"

This reverts commit 192de80782, reversing
changes made to 24aac6a00d.
This commit is contained in:
2016-02-03 16:16:06 +01:00
parent 2cbeef4c69
commit b56824786c
29 changed files with 137 additions and 2021 deletions
+5 -23
View File
@@ -17,21 +17,15 @@ uniform bool ExponentialAccelaration;
in VertexData{
vec3 Position;
vec3 Normal;
vec3 Tangent;
vec3 BiTangent;
vec2 TextureCoordinate;
vec4 ExplosionColor;
float ExplosionPercentageElapsed;
}Input[];
out VertexData{
vec3 Position;
vec3 Normal;
vec3 Tangent;
vec3 BiTangent;
vec2 TextureCoordinate;
vec4 ExplosionColor;
float ExplosionPercentageElapsed;
}Output;
layout(triangles) in;
@@ -120,17 +114,12 @@ 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;
Output.ExplosionPercentageElapsed = te;
Output.ExplosionColor = EndColor * (length(triangleCenter2ExplosionRadius) / s);
}
else
{
Output.ExplosionColor = EndColor;
Output.ExplosionPercentageElapsed = timePercetage;
Output.ExplosionColor = EndColor * timePercetage;
}
// for every vertex on the triangle...
@@ -143,8 +132,6 @@ void main()
Output.Normal = Input[i].Normal;
Output.Position = Input[i].Position;
Output.TextureCoordinate = Input[i].TextureCoordinate;
Output.Tangent = Input[i].Tangent;
Output.BiTangent = Input[i].BiTangent;
// convert to model space for the gravity to always be in -y
vec4 ExplodedPositionInModelSpace = M * vec4(ExplodedPosition, 1.0);
@@ -167,14 +154,11 @@ void main()
// if explosion color should be affected by distance instead of time...
if (ColorByDistance == true)
{
Output.ExplosionColor = EndColor;
Output.ExplosionPercentageElapsed = 0.0;
Output.ExplosionColor = vec4(0.0);
}
else
{
Output.ExplosionColor = EndColor;
Output.ExplosionPercentageElapsed = timePercetage;
Output.ExplosionColor = EndColor * timePercetage;
}
// for every vertex on the triangle...
@@ -184,9 +168,7 @@ void main()
Output.Normal = Input[i].Normal;
Output.Position = Input[i].Position;
Output.TextureCoordinate = Input[i].TextureCoordinate;
Output.Tangent = Input[i].Tangent;
Output.BiTangent = Input[i].BiTangent;
// no change in position, pass through vertex
gl_Position = gl_in[i].gl_Position;
EmitVertex();