Fix GPU Particles
The special case atan(y,0) of the built-in shader function atan(y,x) returns different results on different devices. So this commit will add checks when the atan(y,x) function is used in ParticlesMaterial to set the direction of GPU Particles to make sure the desired values are returned (act as atan2(y,x)).
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@ -316,14 +316,17 @@ void ParticlesMaterial::_update_shader() {
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if (flags[FLAG_DISABLE_Z]) {
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if (flags[FLAG_DISABLE_Z]) {
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code += " float angle1_rad = atan(direction.y, direction.x) + rand_from_seed_m1_p1(alt_seed) * spread_rad;\n";
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code += " float angle1_rad = rand_from_seed_m1_p1(alt_seed) * spread_rad;\n";
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code += " angle1_rad += direction.x != 0.0 ? atan(direction.y, direction.x) : sign(direction.y) * (pi / 2.0);\n";
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code += " vec3 rot = vec3(cos(angle1_rad), sin(angle1_rad), 0.0);\n";
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code += " vec3 rot = vec3(cos(angle1_rad), sin(angle1_rad), 0.0);\n";
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code += " VELOCITY = rot * initial_linear_velocity * mix(1.0, rand_from_seed(alt_seed), initial_linear_velocity_random);\n";
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code += " VELOCITY = rot * initial_linear_velocity * mix(1.0, rand_from_seed(alt_seed), initial_linear_velocity_random);\n";
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} else {
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} else {
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//initiate velocity spread in 3D
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//initiate velocity spread in 3D
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code += " float angle1_rad = atan(direction.x, direction.z) + rand_from_seed_m1_p1(alt_seed) * spread_rad;\n";
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code += " float angle1_rad = rand_from_seed_m1_p1(alt_seed) * spread_rad;\n";
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code += " float angle2_rad = atan(direction.y, abs(direction.z)) + rand_from_seed_m1_p1(alt_seed) * spread_rad * (1.0 - flatness);\n";
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code += " float angle2_rad = rand_from_seed_m1_p1(alt_seed) * spread_rad * (1.0 - flatness);\n";
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code += " angle1_rad += direction.z != 0.0 ? atan(direction.x, direction.z) : sign(direction.x) * (pi / 2.0);\n";
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code += " angle2_rad += direction.z != 0.0 ? atan(direction.y, abs(direction.z)) : (direction.x != 0.0 ? atan(direction.y, abs(direction.x)) : sign(direction.y) * (pi / 2.0));\n";
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code += " vec3 direction_xz = vec3(sin(angle1_rad), 0.0, cos(angle1_rad));\n";
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code += " vec3 direction_xz = vec3(sin(angle1_rad), 0.0, cos(angle1_rad));\n";
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code += " vec3 direction_yz = vec3(0.0, sin(angle2_rad), cos(angle2_rad));\n";
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code += " vec3 direction_yz = vec3(0.0, sin(angle2_rad), cos(angle2_rad));\n";
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code += " direction_yz.z = direction_yz.z / max(0.0001,sqrt(abs(direction_yz.z))); // better uniform distribution\n";
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code += " direction_yz.z = direction_yz.z / max(0.0001,sqrt(abs(direction_yz.z))); // better uniform distribution\n";
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