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Fix noise_direction
variable used before initialized in particle shader
when using turbulence with collisions, delete unused code
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@ -962,10 +962,6 @@ void ParticleProcessMaterial::_update_shader() {
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code += " VELOCITY = mix(VELOCITY,vec3(0.0),clamp(collision_friction, 0.0, 1.0));\n";
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code += " } else {\n";
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code += " VELOCITY = vec3(0.0);\n";
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// If turbulence is enabled, set the noise direction to up so the turbulence color is "neutral"
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if (turbulence_enabled) {
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code += " noise_direction = vec3(1.0, 0.0, 0.0);\n";
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}
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code += " }\n";
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code += " }\n";
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} else if (collision_mode == COLLISION_HIDE_ON_CONTACT) {
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@ -984,14 +980,16 @@ void ParticleProcessMaterial::_update_shader() {
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}
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code += " \n";
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code += " vec3 noise_direction = get_noise_direction(TRANSFORM[3].xyz);\n";
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// The following snippet causes massive performance hit. We don't need it as long as collision is disabled.
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// Refer to GH-83744 for more info.
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if (collision_mode != COLLISION_DISABLED) {
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// Godot detects when the COLLIDED keyword is used. If it's used anywhere in the shader then Godot will generate the screen space SDF for collisions.
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// We don't need it as long as collision is disabled. Refer to GH-83744 for more info.
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if (collision_mode == COLLISION_RIGID) {
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code += " if (!COLLIDED) {\n";
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code += " \n";
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code += " float vel_mag = length(final_velocity);\n";
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code += " float vel_infl = clamp(dynamic_params.turb_influence * turbulence_influence, 0.0,1.0);\n";
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code += " final_velocity = mix(final_velocity, normalize(noise_direction) * vel_mag * (1.0 + (1.0 - vel_infl) * 0.2), vel_infl);\n";
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}
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code += " float vel_mag = length(final_velocity);\n";
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code += " float vel_infl = clamp(dynamic_params.turb_influence * turbulence_influence, 0.0,1.0);\n";
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code += " final_velocity = mix(final_velocity, normalize(noise_direction) * vel_mag * (1.0 + (1.0 - vel_infl) * 0.2), vel_infl);\n";
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if (collision_mode == COLLISION_RIGID) {
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code += " }\n";
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}
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}
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