float invDist = ((float)particleRadius - (float)sqrt(xc * xc + yc * yc)) / (float)particleRadius;
if (invDist < 0.0f) invDist = 0.0f;
float invDist = ((float)particleRadius - (float)sqrt(xc * xc + yc * yc)) / (float)particleRadius;
if (invDist < 0.0f) invDist = 0.0f;
center.x = (fb_width >> 1) - (BIG_LIGHT_WIDTH / 2);
center.y = (fb_height >> 1) - (BIG_LIGHT_HEIGHT / 2);
center.x = (fb_width >> 1) - (BIG_LIGHT_WIDTH / 2);
center.y = (fb_height >> 1) - (BIG_LIGHT_HEIGHT / 2);
- bigLightPoint[0].x = center.x + sin(1.2f * dt) * 144.0f;
- bigLightPoint[0].y = center.y + sin(0.8f * dt) * 148.0f;
+ bigLightPoint[0].x = center.x + sin(1.2f * dt) * (144.0f + disperse);
+ bigLightPoint[0].y = center.y + sin(0.8f * dt) * (148.0f + disperse);
- bigLightPoint[1].x = center.x + sin(1.5f * dt) * 156.0f;
- bigLightPoint[1].y = center.y + sin(1.1f * dt) * 92.0f;
+ bigLightPoint[1].x = center.x + sin(1.5f * dt) * (156.0f + disperse);
+ bigLightPoint[1].y = center.y + sin(1.1f * dt) * (92.0f + disperse);
- bigLightPoint[2].x = center.x + sin(2.0f * dt) * 112.0f;
- bigLightPoint[2].y = center.y + sin(1.3f * dt) * 136.0f;
+ bigLightPoint[2].x = center.x + sin(2.0f * dt) * (112.0f + disperse);
+ bigLightPoint[2].y = center.y + sin(1.3f * dt) * (136.0f + disperse);
center.x = (fb_width >> 1) - (PARTICLE_LIGHT_WIDTH / 2);
center.y = (fb_height >> 1) - (PARTICLE_LIGHT_HEIGHT / 2);
for (i = 0; i < NUM_PARTICLES; i++)
{
center.x = (fb_width >> 1) - (PARTICLE_LIGHT_WIDTH / 2);
center.y = (fb_height >> 1) - (PARTICLE_LIGHT_HEIGHT / 2);
for (i = 0; i < NUM_PARTICLES; i++)
{
- particlePoint[i].x = center.x + sin(1.2f * (i*i*i + dt)) * 74.0f + sin(0.6f * (i + dt)) * 144.0f;
- particlePoint[i].y = center.y + sin(1.8f * (i + dt)) * 68.0f + sin(0.5f * (i*i + dt)) * 132.0f;
+ particlePoint[i].x = center.x + (sin(1.2f * (i*i*i + dt)) * 74.0f + sin(0.6f * (i + dt)) * 144.0f) * tt;
+ particlePoint[i].y = center.y + (sin(1.8f * (i + dt)) * 68.0f + sin(0.5f * (i*i + dt)) * 132.0f) * tt;