Add reverse and scalar for ColorByDistance
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@@ -14,10 +14,10 @@ uniform vec2 Velocity;
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uniform bool ColorByDistance;
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uniform bool ExponentialAccelaration;
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uniform bool Reverse;
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uniform float ColorDistanceScalar;
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//uniform bool Gravity;
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//uniform bool Rotation;
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//uniform bool MaxRadius;
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//uniform bool Pulsate;
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in VertexData{
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vec3 Position;
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@@ -146,7 +146,7 @@ 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.ExplosionPercentageElapsed = (length(triangleCenter2ExplosionRadius) / maxDistance) * isInsideBlastRadius;
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Output.ExplosionPercentageElapsed = (length(triangleCenter2ExplosionRadius) / maxDistance) * isInsideBlastRadius * ColorDistanceScalar;
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}
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else
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{
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@@ -157,21 +157,8 @@ void main()
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for (int i = 0; i < gl_in.length(); i++)
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{
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// move the triangle to the blast radius
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//if(Reverse == false)
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//{
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ExplodedPosition = Input[i].Position + (triangleCenter2ExplosionRadius * isInsideBlastRadius);
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//}
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//else
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//{
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// // TODO:
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// // Remove ifs
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// // account for randomness
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// // account for velocity
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// // account for color
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//
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// ExplodedPosition = Input[i].Position + (triangleCenter2ExplosionRadius * maxDistance /** (ExplosionDuration - TimeSinceDeath)*/);
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//}
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ExplodedPosition = Input[i].Position + (triangleCenter2ExplosionRadius * isInsideBlastRadius);
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// pass through vertex data
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PassThingsThrough(i);
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