Started on individual room lighting and additional room fixes from un-applied transformations.

This commit is contained in:
Pal
2025-10-03 19:09:16 -07:00
parent 122d0e7794
commit f2e22032df
69 changed files with 4903 additions and 489 deletions

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@@ -15,34 +15,34 @@ void vertex(){
//this sets all the stuff necesary //this sets all the stuff necesary
//spawn them in a given radius around the emmitor //spawn them in a given radius around the emmitor
//set the position to be randomly dispersed in an area //set the position to be randomly dispersed in an area
float x_modifier = (rand(vec2(TIME,0))*particle_diameter); float x_modifier = (rand(vec2(TIME,0))*particle_diameter);
float z_modifier = (rand(vec2(TIME+1f,0))*particle_diameter); float z_modifier = (rand(vec2(TIME+1f,0))*particle_diameter);
//centers effect //centers effect
TRANSFORM[3][0] = x_modifier - 0.5f*particle_diameter; TRANSFORM[3][0] = x_modifier - 0.5f*particle_diameter;
TRANSFORM[3][2] = z_modifier- 0.5f*particle_diameter; TRANSFORM[3][2] = z_modifier- 0.5f*particle_diameter;
//VELOCITY.y = -rand(vec2(TIME+2f,0)); //VELOCITY.y = -rand(vec2(TIME+2f,0));
VELOCITY.y = -1f; VELOCITY.y = -1f;
} }
//apply a changing wind that changes with time with a noticable variation //apply a changing wind that changes with time with a noticable variation
VELOCITY.x = 3f*sin(TIME/4f)*sin(TIME)*rand(vec2(float(INDEX),0f)); VELOCITY.x = 3f*sin(TIME/4f)*sin(TIME)*rand(vec2(float(INDEX),0f));
VELOCITY.z = 3f*cos(TIME/4f)*cos(TIME)*rand(vec2(float(INDEX)+1f,0f)); VELOCITY.z = 3f*cos(TIME/4f)*cos(TIME)*rand(vec2(float(INDEX)+1f,0f));
//gives a consistent rotation that depends on the index //gives a consistent rotation that depends on the index
float x_rotation = TIME*rand(vec2(float(INDEX),0f)); float x_rotation = TIME*rand(vec2(float(INDEX),0f));
float y_rotation = TIME*rand(vec2(float(INDEX)+1f,0f)); float y_rotation = TIME*rand(vec2(float(INDEX)+1f,0f));
float z_rotation = TIME*rand(vec2(float(INDEX)+2f,0f)); float z_rotation = TIME*rand(vec2(float(INDEX)+2f,0f));
//these just rotate the leaf using matrix math //these just rotate the leaf using matrix math
//x rotation //x rotation
TRANSFORM[1][1] = cos(x_rotation); TRANSFORM[1][1] = cos(x_rotation);
@@ -59,5 +59,5 @@ void vertex(){
TRANSFORM[1][0] = -sin(z_rotation); TRANSFORM[1][0] = -sin(z_rotation);
TRANSFORM[0][1] = sin(z_rotation); TRANSFORM[0][1] = sin(z_rotation);
TRANSFORM[1][1] = cos(z_rotation); TRANSFORM[1][1] = cos(z_rotation);
} }