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fix particles rendering before water
revert changes to campfires -> Address in another MR!
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ce929d2924
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@ -109,19 +109,19 @@ void main() {
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attr = Attr(
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linear_motion(
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vec3(0.0, 0.0, 0.0),
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vec3(rand2 * 0.1, rand3 * 0.1, 1.0 + rand4 * 0.1)
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vec3(rand2 * 0.02, rand3 * 0.02, 1.0 + rand4 * 0.1)
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),
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linear_scale(0.2),
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vec4(1, 1, 1, start_end(0.1, 0.0)),
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linear_scale(0.5),
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vec4(1, 1, 1, start_end(1.0, 0.0)),
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spin_in_axis(vec3(rand6, rand7, rand8), rand9 * 3 + lifetime * 0.5)
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);
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} else if (inst_mode == FIRE) {
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attr = Attr(
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linear_motion(
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vec3(rand0 * 0.3, rand1 * 0.3, 0.2),
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vec3(rand1 * 0.1, rand3 * 0.1, 3.0 + rand4 * 1.2)
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vec3(rand0 * 0.25, rand1 * 0.25, 0.3),
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vec3(rand2 * 0.1, rand3 * 0.1, 2.0 + rand4 * 1.0)
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),
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1.3,
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1.0,
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vec4(2, 0.8 + rand5 * 0.3, 0, 1),
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spin_in_axis(vec3(rand6, rand7, rand8), rand9 * 3)
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);
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@ -1022,9 +1022,6 @@ impl Scene {
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// Render the skybox.
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renderer.render_skybox(&self.skybox.model, global, &self.skybox.locals, lod);
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// Render particle effects.
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self.particle_mgr.render(renderer, scene_data, global, lod);
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self.terrain.render_translucent(
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renderer,
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global,
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@ -1034,6 +1031,9 @@ impl Scene {
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scene_data.sprite_render_distance,
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);
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// Render particle effects.
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self.particle_mgr.render(renderer, scene_data, global, lod);
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renderer.render_post_process(
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&self.postprocess.model,
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&global.globals,
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