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@@ -101,7 +101,7 @@ void main() {
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restart_phase*= (1.0-explosiveness);
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bool restart=false;
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- bool active = velocity_active.a > 0.5;
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+ bool shader_active = velocity_active.a > 0.5;
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if (system_phase > prev_system_phase) {
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if (prev_system_phase < restart_phase && system_phase >= restart_phase) {
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@@ -134,7 +134,7 @@ void main() {
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uint particle_number = current_cycle * uint(total_particles) + uint(gl_VertexID);
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if (restart) {
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- active=emitting;
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+ shader_active=emitting;
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}
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mat4 xform;
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@@ -148,7 +148,7 @@ void main() {
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out_velocity_active=vec4(0.0);
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out_custom=vec4(0.0);
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if (!restart)
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- active=false;
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+ shader_active=false;
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xform = mat4(
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vec4(1.0,0.0,0.0,0.0),
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@@ -163,7 +163,7 @@ void main() {
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xform = transpose(mat4(xform_1,xform_2,xform_3,vec4(vec3(0.0),1.0)));
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}
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- if (active) {
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+ if (shader_active) {
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//execute shader
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{
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@@ -178,7 +178,7 @@ VERTEX_SHADER_CODE
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for(int i=0;i<attractor_count;i++) {
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vec3 rel_vec = xform[3].xyz - attractors[i].pos;
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- float dist = rel_vec.length();
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+ float dist = length(rel_vec);
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if (attractors[i].radius < dist)
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continue;
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if (attractors[i].eat_radius>0 && attractors[i].eat_radius > dist) {
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@@ -215,7 +215,7 @@ VERTEX_SHADER_CODE
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xform = transpose(xform);
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- out_velocity_active.a = mix(0.0,1.0,active);
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+ out_velocity_active.a = mix(0.0,1.0,shader_active);
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out_xform_1 = xform[0];
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out_xform_2 = xform[1];
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