 
 	xform = transpose(xform);
 
-	out_velocity_active.a = mix(0.0,1.0,active);
+	out_velocity_active.a = mix(0.0,1.0,shader_active);
 
 	out_xform_1 = xform[0];
 	out_xform_2 = xform[1];


	restart_phase*= (1.0-explosiveness);
	bool restart=false;
	bool active = velocity_active.a > 0.5;

	if (system_phase > prev_system_phase) {
		if (prev_system_phase < restart_phase && system_phase >= restart_phase) {

		out_velocity_active=vec4(0.0);
		out_custom=vec4(0.0);
		if (!restart)
			shader_active=false;

		xform = mat4(
				vec4(1.0,0.0,0.0,0.0),
