cl_dll/particle_util.h
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pBuilder->AdvanceVertex();
}
inline float GetAlphaDistanceFade(
const Vector &pos,
const float fadeNearDist,
const float fadeFarDist)
{
if(-pos.z > fadeFarDist)
{
return 1;
}
else if(-pos.z > fadeNearDist)
{
return (-pos.z - fadeNearDist) / (fadeFarDist - fadeNearDist);
}
else
{
return 0;
}
}
inline Vector WorldGetLightForPoint(const Vector &vPos, bool bClamp)
{
#if defined(PARTICLEPROTOTYPE_APP)
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pBuilder->AdvanceVertex();
}
//inline float GetAlphaDistanceFade(
// const Vector &pos,
// const float fadeNearDist,
// const float fadeFarDist)
//{
// if(-pos.z > fadeFarDist)
// {
// return 1;
// }
// else if(-pos.z > fadeNearDist)
// {
// return (-pos.z - fadeNearDist) / (fadeFarDist - fadeNearDist);
// }
// else
// {
// return 0;
// }
//}
// If you can find a MAX_VIEW_DISTANCE or something, maybe use that instead of 65536.
inline float GetAlphaDistanceFade(
const Vector &pos,
const float fadeNearMin = 0,
const float fadeNearMax = 0,
const float fadeFarMin = 65536,
const float fadeFarMax = 65536)
{
if ( -pos.z < fadeNearMin || -pos.z > fadeFarMax )
{
return 0;
}
else if ( -pos.z < fadeNearMax && fadeNearMax != fadeNearMin )
{
return ( -pos.z - fadeNearMin ) / ( fadeNearMax - fadeNearMin );
}
else if( -pos.z > fadeFarMin && fadeFarMax != fadeFarMin )
{
return 1 - ( ( -pos.z - fadeFarMin ) / ( fadeFarMax - fadeFarMin ) );
}
else
{
return 1;
}
}
inline Vector WorldGetLightForPoint(const Vector &vPos, bool bClamp)
{
#if defined(PARTICLEPROTOTYPE_APP)