Changed particles to a switch statement.

This commit is contained in:
Sam 2021-05-10 19:58:32 -05:00
parent cd5096fe73
commit 7acd953923

View File

@ -169,114 +169,125 @@ void main() {
Attr attr;
f_reflect = 1.0;
if (inst_mode == SMOKE) {
attr = Attr(
linear_motion(
vec3(0),
vec3(rand2 * 0.02, rand3 * 0.02, 1.0 + rand4 * 0.1)
),
vec3(linear_scale(0.5)),
vec4(vec3(0.8, 0.8, 1) * 0.5, start_end(1.0, 0.0)),
spin_in_axis(vec3(rand6, rand7, rand8), rand9 * 3 + lifetime * 0.5)
);
} else if (inst_mode == FIRE) {
f_reflect = 0.0; // Fire doesn't reflect light, it emits it
attr = Attr(
linear_motion(
vec3(0.0),
vec3(rand2 * 0.1, rand3 * 0.1, 2.0 + rand4 * 1.0)
),
vec3(1.0),
vec4(2, 1.5 + rand5 * 0.5, 0, start_end(1.0, 0.0)),
spin_in_axis(vec3(rand6, rand7, rand8), rand9 * 3)
);
} else if (inst_mode == FIRE_BOWL) {
f_reflect = 0.0; // Fire doesn't reflect light, it emits it
attr = Attr(
linear_motion(
vec3(normalize(vec2(rand0, rand1)) * 0.1, 0.6),
vec3(rand2 * 0.2, rand3 * 0.5, 0.8 + rand4 * 0.5)
),
vec3(0.2), // Size
vec4(2, 1.5 + rand5 * 0.5, 0, start_end(1.0, 0.0)), // Colour
spin_in_axis(vec3(rand6, rand7, rand8), rand9 * 3)
);
} else if (inst_mode == GUN_POWDER_SPARK) {
attr = Attr(
linear_motion(
normalize(vec3(rand0, rand1, rand3)) * 0.3,
normalize(vec3(rand4, rand5, rand6)) * 4.0 + grav_vel(earth_gravity)
),
vec3(1.0),
vec4(3.5, 3 + rand7, 0, 1),
spin_in_axis(vec3(1,0,0),0)
);
} else if (inst_mode == SHRAPNEL) {
attr = Attr(
linear_motion(
vec3(0),
normalize(vec3(rand4, rand5, rand6)) * 20.0 + grav_vel(earth_gravity)
),
vec3(1),
vec4(vec3(0.25), 1),
spin_in_axis(vec3(1,0,0),0)
);
} else if (inst_mode == BIG_SHRAPNEL) {
float brown_color = 0.05 + 0.1 * rand1;
attr = Attr(
linear_motion(
vec3(0),
normalize(vec3(rand4, rand5, rand6)) * 15.0 + grav_vel(earth_gravity)
),
vec3(5 * (1 - percent())),
vec4(vec3(brown_color, brown_color / 2, 0), 1),
spin_in_axis(vec3(1,0,0),0)
);
} else if (inst_mode == FIREWORK_BLUE) {
f_reflect = 0.0; // Fire doesn't reflect light, it emits it
attr = Attr(
linear_motion(
vec3(0),
normalize(vec3(rand1, rand2, rand3)) * 40.0 + grav_vel(earth_gravity)
),
vec3(3.0 + rand0),
vec4(vec3(0, 0, 2), 1),
identity()
);
} else if (inst_mode == FIREWORK_GREEN) {
f_reflect = 0.0; // Fire doesn't reflect light, it emits it
attr = Attr(
linear_motion(
vec3(0),
normalize(vec3(rand1, rand2, rand3)) * 40.0 + grav_vel(earth_gravity)
),
vec3(3.0 + rand0),
vec4(vec3(0, 2, 0), 1),
identity()
);
} else if (inst_mode == FIREWORK_PURPLE) {
f_reflect = 0.0; // Fire doesn't reflect light, it emits it
attr = Attr(
linear_motion(
vec3(0),
normalize(vec3(rand1, rand2, rand3)) * 40.0 + grav_vel(earth_gravity)
),
vec3(3.0 + rand0),
vec4(vec3(2, 0, 2), 1),
identity()
);
} else if (inst_mode == FIREWORK_RED) {
f_reflect = 0.0; // Fire doesn't reflect light, it emits it
attr = Attr(
linear_motion(
vec3(0),
normalize(vec3(rand1, rand2, rand3)) * 40.0 + grav_vel(earth_gravity)
),
vec3(3.0 + rand0),
vec4(vec3(2, 0, 0), 1),
identity()
);
} else if (inst_mode == FIREWORK_WHITE) {
switch(inst_mode) {
case SMOKE:
attr = Attr(
linear_motion(
vec3(0),
vec3(rand2 * 0.02, rand3 * 0.02, 1.0 + rand4 * 0.1)
),
vec3(linear_scale(0.5)),
vec4(vec3(0.8, 0.8, 1) * 0.5, start_end(1.0, 0.0)),
spin_in_axis(vec3(rand6, rand7, rand8), rand9 * 3 + lifetime * 0.5)
);
break;
case FIRE:
f_reflect = 0.0; // Fire doesn't reflect light, it emits it
attr = Attr(
linear_motion(
vec3(0.0),
vec3(rand2 * 0.1, rand3 * 0.1, 2.0 + rand4 * 1.0)
),
vec3(1.0),
vec4(2, 1.5 + rand5 * 0.5, 0, start_end(1.0, 0.0)),
spin_in_axis(vec3(rand6, rand7, rand8), rand9 * 3)
);
break;
case FIRE_BOWL:
f_reflect = 0.0; // Fire doesn't reflect light, it emits it
attr = Attr(
linear_motion(
vec3(normalize(vec2(rand0, rand1)) * 0.1, 0.6),
vec3(rand2 * 0.2, rand3 * 0.5, 0.8 + rand4 * 0.5)
),
vec3(0.2), // Size
vec4(2, 1.5 + rand5 * 0.5, 0, start_end(1.0, 0.0)), // Colour
spin_in_axis(vec3(rand6, rand7, rand8), rand9 * 3)
);
break;
case GUN_POWDER_SPARK:
attr = Attr(
linear_motion(
normalize(vec3(rand0, rand1, rand3)) * 0.3,
normalize(vec3(rand4, rand5, rand6)) * 4.0 + grav_vel(earth_gravity)
),
vec3(1.0),
vec4(3.5, 3 + rand7, 0, 1),
spin_in_axis(vec3(1,0,0),0)
);
break;
case SHRAPNEL:
attr = Attr(
linear_motion(
vec3(0),
normalize(vec3(rand4, rand5, rand6)) * 20.0 + grav_vel(earth_gravity)
),
vec3(1),
vec4(vec3(0.25), 1),
spin_in_axis(vec3(1,0,0),0)
);
break;
case BIG_SHRAPNEL:
float brown_color = 0.05 + 0.1 * rand1;
attr = Attr(
linear_motion(
vec3(0),
normalize(vec3(rand4, rand5, rand6)) * 15.0 + grav_vel(earth_gravity)
),
vec3(5 * (1 - percent())),
vec4(vec3(brown_color, brown_color / 2, 0), 1),
spin_in_axis(vec3(1,0,0),0)
);
break;
case FIREWORK_BLUE:
f_reflect = 0.0; // Fire doesn't reflect light, it emits it
attr = Attr(
linear_motion(
vec3(0),
normalize(vec3(rand1, rand2, rand3)) * 40.0 + grav_vel(earth_gravity)
),
vec3(3.0 + rand0),
vec4(vec3(0, 0, 2), 1),
identity()
);
break;
case FIREWORK_GREEN:
f_reflect = 0.0; // Fire doesn't reflect light, it emits it
attr = Attr(
linear_motion(
vec3(0),
normalize(vec3(rand1, rand2, rand3)) * 40.0 + grav_vel(earth_gravity)
),
vec3(3.0 + rand0),
vec4(vec3(0, 2, 0), 1),
identity()
);
break;
case FIREWORK_PURPLE:
f_reflect = 0.0; // Fire doesn't reflect light, it emits it
attr = Attr(
linear_motion(
vec3(0),
normalize(vec3(rand1, rand2, rand3)) * 40.0 + grav_vel(earth_gravity)
),
vec3(3.0 + rand0),
vec4(vec3(2, 0, 2), 1),
identity()
);
break;
case FIREWORK_RED:
f_reflect = 0.0; // Fire doesn't reflect light, it emits it
attr = Attr(
linear_motion(
vec3(0),
normalize(vec3(rand1, rand2, rand3)) * 40.0 + grav_vel(earth_gravity)
),
vec3(3.0 + rand0),
vec4(vec3(2, 0, 0), 1),
identity()
);
break;
case FIREWORK_WHITE:
f_reflect = 0.0; // Fire doesn't reflect light, it emits it
attr = Attr(
linear_motion(
@ -287,188 +298,208 @@ void main() {
vec4(vec3(2, 2, 2), 1),
identity()
);
} else if (inst_mode == FIREWORK_YELLOW) {
f_reflect = 0.0; // Fire doesn't reflect light, it emits it
attr = Attr(
linear_motion(
break;
case FIREWORK_YELLOW:
f_reflect = 0.0; // Fire doesn't reflect light, it emits it
attr = Attr(
linear_motion(
vec3(0),
normalize(vec3(rand1, rand2, rand3)) * 40.0 + grav_vel(earth_gravity)
),
vec3(3.0 + rand0),
vec4(vec3(2, 2, 0), 1),
identity()
);
break;
case LEAF:
attr = Attr(
linear_motion(
vec3(0),
vec3(0, 0, -2)
) + vec3(sin(lifetime), sin(lifetime + 0.7), sin(lifetime * 0.5)) * 2.0,
vec3(4),
vec4(vec3(0.2 + rand7 * 0.2, 0.2 + (0.25 + rand6 * 0.5) * 0.3, 0) * (0.75 + rand1 * 0.5), 1),
spin_in_axis(vec3(rand6, rand7, rand8), rand9 * 3 + lifetime * 5)
);
break;
case SNOW:
float height = mix(-4, 60, pow(start_end(1, 0), 3));
float wind_speed = (inst_pos.z - 2000) * 0.025;
vec3 offset = linear_motion(vec3(0), vec3(1, 1, 0) * wind_speed);
float end_alt = alt_at(start_pos.xy + offset.xy);
attr = Attr(
offset + vec3(0, 0, end_alt - start_pos.z + height) + vec3(sin(lifetime), sin(lifetime + 0.7), sin(lifetime * 0.5)) * 3,
vec3(mix(4, 0, pow(start_end(1, 0), 4))),
vec4(1),
spin_in_axis(vec3(rand6, rand7, rand8), rand9 * 3 + lifetime * 5)
);
break;
case FIREFLY:
float raise = pow(sin(3.1416 * lifetime / inst_lifespan), 0.2);
attr = Attr(
vec3(0, 0, raise * 5.0) + vec3(
sin(lifetime * 1.0 + rand0) + sin(lifetime * 7.0 + rand3) * 0.3,
sin(lifetime * 3.0 + rand1) + sin(lifetime * 8.0 + rand4) * 0.3,
sin(lifetime * 2.0 + rand2) + sin(lifetime * 9.0 + rand5) * 0.3
),
vec3(raise),
vec4(vec3(5, 5, 1.1), 1),
spin_in_axis(vec3(rand6, rand7, rand8), rand9 * 3 + lifetime * 5)
);
break;
case BEE:
float lower = pow(sin(3.1416 * lifetime / inst_lifespan), 0.2);
attr = Attr(
vec3(0, 0, lower * -0.5) + vec3(
sin(lifetime * 2.0 + rand0) + sin(lifetime * 9.0 + rand3) * 0.3,
sin(lifetime * 3.0 + rand1) + sin(lifetime * 10.0 + rand4) * 0.3,
sin(lifetime * 4.0 + rand2) + sin(lifetime * 11.0 + rand5) * 0.3
) * 0.5,
vec3(lower),
vec4(vec3(1, 0.7, 0), 1),
spin_in_axis(vec3(rand6, rand7, rand8), rand9 * 3 + lifetime * 5)
);
break;
case GROUND_SHOCKWAVE:
attr = Attr(
vec3(0.0),
vec3(11.0, 11.0, (33.0 * rand0 * sin(2.0 * lifetime * 3.14 * 2.0))) / 3,
vec4(vec3(0.32 + (rand0 * 0.04), 0.22 + (rand1 * 0.03), 0.05 + (rand2 * 0.01)), 1),
spin_in_axis(vec3(1,0,0),0)
);
break;
case HEALING_BEAM:
f_reflect = 0.0;
attr = Attr(
spiral_motion(inst_dir, 0.3 * (floor(2 * rand0 + 0.5) - 0.5) * min(linear_scale(10), 1), lifetime / inst_lifespan, 10.0, inst_time),
vec3((1.7 - 0.7 * abs(floor(2 * rand0 - 0.5) + 0.5)) * (1.5 + 0.5 * sin(tick.x * 10 - lifetime * 4))),
vec4(vec3(0.4, 1.6 + 0.3 * sin(tick.x * 10 - lifetime * 3 + 4), 1.0 + 0.15 * sin(tick.x * 5 - lifetime * 5)), 1 /*0.3*/),
spin_in_axis(inst_dir, tick.z)
);
break;
case LIFESTEAL_BEAM:
f_reflect = 0.0;
float green_col = 0.2 + 1.4 * sin(tick.x * 5 + lifetime * 5);
float purple_col = 1.2 + 0.1 * sin(tick.x * 3 - lifetime * 3) - max(green_col, 1) + 1;
attr = Attr(
spiral_motion(inst_dir, 0.3 * (floor(2 * rand0 + 0.5) - 0.5) * min(linear_scale(10), 1), lifetime / inst_lifespan, 10.0, inst_time),
vec3((1.7 - 0.7 * abs(floor(2 * rand0 - 0.5) + 0.5)) * (1.5 + 0.5 * sin(tick.x * 10 - lifetime * 4))),
vec4(vec3(purple_col, green_col, 0.75 * purple_col), 1),
spin_in_axis(inst_dir, tick.z)
);
break;
case ENERGY_NATURE:
f_reflect = 0.0;
float spiral_radius = start_end(1 - pow(abs(rand5), 5), 1) * length(inst_dir);
attr = Attr(
spiral_motion(vec3(0, 0, rand3 + 1), spiral_radius, lifetime, abs(rand0), rand1 * 2 * PI) + vec3(0, 0, rand2),
vec3(6 * abs(rand4) * (1 - slow_start(2)) * pow(spiral_radius / length(inst_dir), 0.5)),
vec4(vec3(0, 1.7, 1.3), 1),
spin_in_axis(vec3(rand6, rand7, rand8), rand9 * 3)
);
break;
case FLAMETHROWER:
f_reflect = 0.0; // Fire doesn't reflect light, it emits it
attr = Attr(
(inst_dir * slow_end(1.5)) + vec3(rand0, rand1, rand2) * (percent() + 2) * 0.1,
vec3((2.5 * (1 - slow_start(0.2)))),
vec4(3, 1.6 + rand5 * 0.3 - 0.4 * percent(), 0.2, 1),
spin_in_axis(vec3(rand6, rand7, rand8), percent() * 10 + 3 * rand9)
);
break;
case EXPLOSION:
f_reflect = 0.0; // Fire doesn't reflect light, it emits it
attr = Attr(
inst_dir * ((rand0+1.0)/2 + 0.4) * slow_end(2.0) + 0.3 * grav_vel(earth_gravity),
vec3((3 * (1 - slow_start(0.1)))),
vec4(3, 1.6 + rand5 * 0.3 - 0.4 * percent(), 0.2, 1),
spin_in_axis(vec3(rand6, rand7, rand8), percent() * 10 + 3 * rand9)
);
break;
case ICE:
f_reflect = 0.0; // Ice doesn't reflect to look like magic
attr = Attr(
inst_dir * ((rand0+1.0)/2 + 0.4) * slow_end(2.0) + 0.3 * grav_vel(earth_gravity),
vec3((3 * (1 - slow_start(0.1)))),
vec4(0.2, 1.6 + rand5 * 0.3 - 0.4 * percent(), 3, 1),
spin_in_axis(vec3(rand6, rand7, rand8), percent() * 10 + 3 * rand9)
);
break;
case FIRE_SHOCKWAVE:
f_reflect = 0.0; // Fire doesn't reflect light, it emits it
attr = Attr(
vec3(rand0, rand1, lifetime * 10 + rand2),
vec3((5 * (1 - slow_start(0.5)))),
vec4(3, 1.6 + rand5 * 0.3 - 0.4 * percent(), 0.2, 1),
spin_in_axis(vec3(rand3, rand4, rand5), rand6)
);
break;
case CULTIST_FLAME:
f_reflect = 0.0; // Fire doesn't reflect light, it emits it
float purp_color = 0.9 + 0.3 * rand3;
attr = Attr(
(inst_dir * slow_end(1.5)) + vec3(rand0, rand1, rand2) * (percent() + 2) * 0.1,
vec3((3.5 * (1 - slow_start(0.2)))),
vec4(purp_color, 0.0, purp_color, 1),
spin_in_axis(vec3(rand6, rand7, rand8), percent() * 10 + 3 * rand9)
);
break;
case STATIC_SMOKE:
attr = Attr(
vec3(0),
normalize(vec3(rand1, rand2, rand3)) * 40.0 + grav_vel(earth_gravity)
),
vec3(3.0 + rand0),
vec4(vec3(2, 2, 0), 1),
identity()
);
} else if (inst_mode == LEAF) {
attr = Attr(
linear_motion(
vec3(0),
vec3(0, 0, -2)
) + vec3(sin(lifetime), sin(lifetime + 0.7), sin(lifetime * 0.5)) * 2.0,
vec3(4),
vec4(vec3(0.2 + rand7 * 0.2, 0.2 + (0.25 + rand6 * 0.5) * 0.3, 0) * (0.75 + rand1 * 0.5), 1),
spin_in_axis(vec3(rand6, rand7, rand8), rand9 * 3 + lifetime * 5)
);
} else if (inst_mode == SNOW) {
float height = mix(-4, 60, pow(start_end(1, 0), 3));
float wind_speed = (inst_pos.z - 2000) * 0.025;
vec3 offset = linear_motion(vec3(0), vec3(1, 1, 0) * wind_speed);
float end_alt = alt_at(start_pos.xy + offset.xy);
attr = Attr(
offset + vec3(0, 0, end_alt - start_pos.z + height) + vec3(sin(lifetime), sin(lifetime + 0.7), sin(lifetime * 0.5)) * 3,
vec3(mix(4, 0, pow(start_end(1, 0), 4))),
vec4(1),
spin_in_axis(vec3(rand6, rand7, rand8), rand9 * 3 + lifetime * 5)
);
} else if (inst_mode == FIREFLY) {
float raise = pow(sin(3.1416 * lifetime / inst_lifespan), 0.2);
attr = Attr(
vec3(0, 0, raise * 5.0) + vec3(
sin(lifetime * 1.0 + rand0) + sin(lifetime * 7.0 + rand3) * 0.3,
sin(lifetime * 3.0 + rand1) + sin(lifetime * 8.0 + rand4) * 0.3,
sin(lifetime * 2.0 + rand2) + sin(lifetime * 9.0 + rand5) * 0.3
),
vec3(raise),
vec4(vec3(5, 5, 1.1), 1),
spin_in_axis(vec3(rand6, rand7, rand8), rand9 * 3 + lifetime * 5)
);
} else if (inst_mode == BEE) {
float lower = pow(sin(3.1416 * lifetime / inst_lifespan), 0.2);
attr = Attr(
vec3(0, 0, lower * -0.5) + vec3(
sin(lifetime * 2.0 + rand0) + sin(lifetime * 9.0 + rand3) * 0.3,
sin(lifetime * 3.0 + rand1) + sin(lifetime * 10.0 + rand4) * 0.3,
sin(lifetime * 4.0 + rand2) + sin(lifetime * 11.0 + rand5) * 0.3
) * 0.5,
vec3(lower),
vec4(vec3(1, 0.7, 0), 1),
spin_in_axis(vec3(rand6, rand7, rand8), rand9 * 3 + lifetime * 5)
);
} else if (inst_mode == GROUND_SHOCKWAVE) {
attr = Attr(
vec3(0.0),
vec3(11.0, 11.0, (33.0 * rand0 * sin(2.0 * lifetime * 3.14 * 2.0))) / 3,
vec4(vec3(0.32 + (rand0 * 0.04), 0.22 + (rand1 * 0.03), 0.05 + (rand2 * 0.01)), 1),
spin_in_axis(vec3(1,0,0),0)
);
} else if (inst_mode == HEALING_BEAM) {
f_reflect = 0.0;
attr = Attr(
spiral_motion(inst_dir, 0.3 * (floor(2 * rand0 + 0.5) - 0.5) * min(linear_scale(10), 1), lifetime / inst_lifespan, 10.0, inst_time),
vec3((1.7 - 0.7 * abs(floor(2 * rand0 - 0.5) + 0.5)) * (1.5 + 0.5 * sin(tick.x * 10 - lifetime * 4))),
vec4(vec3(0.4, 1.6 + 0.3 * sin(tick.x * 10 - lifetime * 3 + 4), 1.0 + 0.15 * sin(tick.x * 5 - lifetime * 5)), 1 /*0.3*/),
spin_in_axis(inst_dir, tick.z)
);
} else if (inst_mode == LIFESTEAL_BEAM) {
f_reflect = 0.0;
float green_col = 0.2 + 1.4 * sin(tick.x * 5 + lifetime * 5);
float purple_col = 1.2 + 0.1 * sin(tick.x * 3 - lifetime * 3) - max(green_col, 1) + 1;
attr = Attr(
spiral_motion(inst_dir, 0.3 * (floor(2 * rand0 + 0.5) - 0.5) * min(linear_scale(10), 1), lifetime / inst_lifespan, 10.0, inst_time),
vec3((1.7 - 0.7 * abs(floor(2 * rand0 - 0.5) + 0.5)) * (1.5 + 0.5 * sin(tick.x * 10 - lifetime * 4))),
vec4(vec3(purple_col, green_col, 0.75 * purple_col), 1),
spin_in_axis(inst_dir, tick.z)
);
} else if (inst_mode == ENERGY_NATURE) {
f_reflect = 0.0;
float spiral_radius = start_end(1 - pow(abs(rand5), 5), 1) * length(inst_dir);
attr = Attr(
spiral_motion(vec3(0, 0, rand3 + 1), spiral_radius, lifetime, abs(rand0), rand1 * 2 * PI) + vec3(0, 0, rand2),
vec3(6 * abs(rand4) * (1 - slow_start(2)) * pow(spiral_radius / length(inst_dir), 0.5)),
vec4(vec3(0, 1.7, 1.3), 1),
spin_in_axis(vec3(rand6, rand7, rand8), rand9 * 3)
);
} else if (inst_mode == FLAMETHROWER) {
f_reflect = 0.0; // Fire doesn't reflect light, it emits it
attr = Attr(
(inst_dir * slow_end(1.5)) + vec3(rand0, rand1, rand2) * (percent() + 2) * 0.1,
vec3((2.5 * (1 - slow_start(0.2)))),
vec4(3, 1.6 + rand5 * 0.3 - 0.4 * percent(), 0.2, 1),
spin_in_axis(vec3(rand6, rand7, rand8), percent() * 10 + 3 * rand9)
);
} else if (inst_mode == EXPLOSION) {
f_reflect = 0.0; // Fire doesn't reflect light, it emits it
attr = Attr(
inst_dir * ((rand0+1.0)/2 + 0.4) * slow_end(2.0) + 0.3 * grav_vel(earth_gravity),
vec3((3 * (1 - slow_start(0.1)))),
vec4(3, 1.6 + rand5 * 0.3 - 0.4 * percent(), 0.2, 1),
spin_in_axis(vec3(rand6, rand7, rand8), percent() * 10 + 3 * rand9)
);
} else if (inst_mode == ICE) {
f_reflect = 0.0; // Ice doesn't reflect to look like magic
attr = Attr(
inst_dir * ((rand0+1.0)/2 + 0.4) * slow_end(2.0) + 0.3 * grav_vel(earth_gravity),
vec3((3 * (1 - slow_start(0.1)))),
vec4(0.2, 1.6 + rand5 * 0.3 - 0.4 * percent(), 3, 1),
spin_in_axis(vec3(rand6, rand7, rand8), percent() * 10 + 3 * rand9)
);
} else if (inst_mode == FIRE_SHOCKWAVE) {
f_reflect = 0.0; // Fire doesn't reflect light, it emits it
attr = Attr(
vec3(rand0, rand1, lifetime * 10 + rand2),
vec3((5 * (1 - slow_start(0.5)))),
vec4(3, 1.6 + rand5 * 0.3 - 0.4 * percent(), 0.2, 1),
spin_in_axis(vec3(rand3, rand4, rand5), rand6)
);
} else if (inst_mode == CULTIST_FLAME) {
f_reflect = 0.0; // Fire doesn't reflect light, it emits it
float purp_color = 0.9 + 0.3 * rand3;
attr = Attr(
(inst_dir * slow_end(1.5)) + vec3(rand0, rand1, rand2) * (percent() + 2) * 0.1,
vec3((3.5 * (1 - slow_start(0.2)))),
vec4(purp_color, 0.0, purp_color, 1),
spin_in_axis(vec3(rand6, rand7, rand8), percent() * 10 + 3 * rand9)
);
} else if (inst_mode == STATIC_SMOKE) {
attr = Attr(
vec3(0),
vec3((0.5 * (1 - slow_start(0.8)))),
vec4(1.0),
spin_in_axis(vec3(rand6, rand7, rand8), rand9)
);
} else if (inst_mode == BLOOD) {
attr = Attr(
linear_motion(
vec3(0),
normalize(vec3(rand4, rand5, rand6)) * 5.0 + grav_vel(earth_gravity)
),
vec3((2.0 * (1 - slow_start(0.8)))),
vec4(1, 0, 0, 1),
spin_in_axis(vec3(1,0,0),0)
);
} else if (inst_mode == ENRAGED) {
f_reflect = 0.0;
float red_color = 1.2 + 0.3 * rand3;
attr = Attr(
(inst_dir * slow_end(1.5)) + vec3(rand0, rand1, rand2) * (percent() + 2) * 0.1,
vec3((3.5 * (1 - slow_start(0.2)))),
vec4(red_color, 0.0, 0.0, 1),
spin_in_axis(vec3(rand6, rand7, rand8), percent() * 10 + 3 * rand9)
);
} else if (inst_mode == LASER) {
f_reflect = 0.0;
vec3 perp_axis = normalize(cross(inst_dir, vec3(0.0, 0.0, 1.0)));
vec3 offset = vec3(0.0);
if (rand0 > 0.0) {
offset = perp_axis * 0.5;
} else {
offset = perp_axis * -0.5;
}
attr = Attr(
inst_dir * percent() + offset,
vec3(1.0, 1.0, 50.0),
vec4(vec3(2.0, 0.0, 0.0), 1),
spin_in_axis(perp_axis, asin(inst_dir.z / length(inst_dir)) + PI / 2.0)
);
} else {
attr = Attr(
linear_motion(
vec3(rand0 * 0.25, rand1 * 0.25, 1.7 + rand5),
vec3(rand2 * 0.1, rand3 * 0.1, 1.0 + rand4 * 0.5)
),
vec3(exp_scale(-0.2)),
vec4(1),
spin_in_axis(vec3(1,0,0),0)
);
vec3((0.5 * (1 - slow_start(0.8)))),
vec4(1.0),
spin_in_axis(vec3(rand6, rand7, rand8), rand9)
);
break;
case BLOOD:
attr = Attr(
linear_motion(
vec3(0),
normalize(vec3(rand4, rand5, rand6)) * 5.0 + grav_vel(earth_gravity)
),
vec3((2.0 * (1 - slow_start(0.8)))),
vec4(1, 0, 0, 1),
spin_in_axis(vec3(1,0,0),0)
);
break;
case ENRAGED:
f_reflect = 0.0;
float red_color = 1.2 + 0.3 * rand3;
attr = Attr(
(inst_dir * slow_end(1.5)) + vec3(rand0, rand1, rand2) * (percent() + 2) * 0.1,
vec3((3.5 * (1 - slow_start(0.2)))),
vec4(red_color, 0.0, 0.0, 1),
spin_in_axis(vec3(rand6, rand7, rand8), percent() * 10 + 3 * rand9)
);
break;
case LASER:
f_reflect = 0.0;
vec3 perp_axis = normalize(cross(inst_dir, vec3(0.0, 0.0, 1.0)));
offset = vec3(0.0);
if (rand0 > 0.0) {
offset = perp_axis * 0.5;
} else {
offset = perp_axis * -0.5;
}
attr = Attr(
inst_dir * percent() + offset,
vec3(1.0, 1.0, 50.0),
vec4(vec3(2.0, 0.0, 0.0), 1),
spin_in_axis(perp_axis, asin(inst_dir.z / length(inst_dir)) + PI / 2.0)
);
break;
default:
attr = Attr(
linear_motion(
vec3(rand0 * 0.25, rand1 * 0.25, 1.7 + rand5),
vec3(rand2 * 0.1, rand3 * 0.1, 1.0 + rand4 * 0.5)
),
vec3(exp_scale(-0.2)),
vec4(1),
spin_in_axis(vec3(1,0,0),0)
);
break;
}
// Temporary: use shrinking particles as a substitute for fading ones