Add reverse and scalar for ColorByDistance

This commit is contained in:
FakeShemp
2016-03-07 15:45:06 +01:00
parent 53ea5bd37d
commit ee99821164
6 changed files with 20 additions and 24 deletions
+4 -17
View File
@@ -14,10 +14,10 @@ uniform vec2 Velocity;
uniform bool ColorByDistance;
uniform bool ExponentialAccelaration;
uniform bool Reverse;
uniform float ColorDistanceScalar;
//uniform bool Gravity;
//uniform bool Rotation;
//uniform bool MaxRadius;
//uniform bool Pulsate;
in VertexData{
vec3 Position;
@@ -146,7 +146,7 @@ void main()
// if explosion color should be affected by distance instead of time...
if (ColorByDistance == true)
{
Output.ExplosionPercentageElapsed = (length(triangleCenter2ExplosionRadius) / maxDistance) * isInsideBlastRadius;
Output.ExplosionPercentageElapsed = (length(triangleCenter2ExplosionRadius) / maxDistance) * isInsideBlastRadius * ColorDistanceScalar;
}
else
{
@@ -157,21 +157,8 @@ void main()
for (int i = 0; i < gl_in.length(); i++)
{
// move the triangle to the blast radius
//if(Reverse == false)
//{
ExplodedPosition = Input[i].Position + (triangleCenter2ExplosionRadius * isInsideBlastRadius);
//}
//else
//{
// // TODO:
// // Remove ifs
// // account for randomness
// // account for velocity
// // account for color
//
// ExplodedPosition = Input[i].Position + (triangleCenter2ExplosionRadius * maxDistance /** (ExplosionDuration - TimeSinceDeath)*/);
//}
ExplodedPosition = Input[i].Position + (triangleCenter2ExplosionRadius * isInsideBlastRadius);
// pass through vertex data
PassThingsThrough(i);