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Jul 7th, 2024
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  1. shader_type particles;
  2.  
  3. void start()
  4. {  
  5.     if (RESTART_CUSTOM)
  6.     {
  7.         CUSTOM = vec4(0.0);
  8.     }
  9.     if (RESTART_COLOR)
  10.     {
  11.         COLOR = vec4(0.0f, 0.0f, 0.0f, 1.0f);
  12.     }
  13.     if (RESTART_ROT_SCALE)
  14.     {
  15.         TRANSFORM[0].xyz = vec3(1.0f, 0.0f, 0.0f);
  16.         TRANSFORM[1].xyz = vec3(0.0f, 1.0f, 0.0f);
  17.         TRANSFORM[2].xyz = vec3(0.0f, 0.0f, 1.0f);
  18.     }
  19.     if (RESTART_POSITION)
  20.     {
  21.         TRANSFORM[3].xy = vec2(100.0f, 0.0f);
  22.         TRANSFORM[3].zw = vec2(0.0f);
  23.         TRANSFORM = EMISSION_TRANSFORM * TRANSFORM;
  24.     }
  25.     if (RESTART_VELOCITY)
  26.     {
  27.         VELOCITY.xy = vec2(100.0f, 0.0f);
  28.         VELOCITY.z = 0.0f;
  29.     }
  30. }
  31.  
  32. void process()
  33. {  
  34.     // Face direction of velocity
  35.     TRANSFORM[1].xyz = normalize(VELOCITY);
  36.     TRANSFORM[0].xyz = normalize(cross(TRANSFORM[1].xyz, TRANSFORM[2].xyz));
  37.     TRANSFORM[2] = vec4(0.0f, 0.0f, 1.0f, 0.0f);
  38. }
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