Fix GPUParticles3D disappearance at attractor origins

This commit is contained in:
Somnath Sarkar 2022-05-19 23:14:36 -04:00
parent 920ca62528
commit 99911bfa79
1 changed files with 12 additions and 4 deletions

View File

@ -228,6 +228,14 @@ bool emit_subparticle(mat4 p_xform, vec3 p_velocity, vec4 p_color, vec4 p_custom
return true;
}
vec3 safe_normalize(vec3 direction) {
const float EPSILON = 0.001;
if (length(direction) < EPSILON) {
return vec3(0.0);
}
return normalize(direction);
}
#GLOBALS
void main() {
@ -431,7 +439,7 @@ void main() {
switch (FRAME.attractors[i].type) {
case ATTRACTOR_TYPE_SPHERE: {
dir = normalize(rel_vec);
dir = safe_normalize(rel_vec);
float d = length(local_pos) / FRAME.attractors[i].extents.x;
if (d > 1.0) {
continue;
@ -439,7 +447,7 @@ void main() {
amount = max(0.0, 1.0 - d);
} break;
case ATTRACTOR_TYPE_BOX: {
dir = normalize(rel_vec);
dir = safe_normalize(rel_vec);
vec3 abs_pos = abs(local_pos / FRAME.attractors[i].extents);
float d = max(abs_pos.x, max(abs_pos.y, abs_pos.z));
@ -455,13 +463,13 @@ void main() {
continue;
}
vec3 s = texture(sampler3D(sdf_vec_textures[FRAME.attractors[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos).xyz;
dir = mat3(FRAME.attractors[i].transform) * normalize(s); //revert direction
dir = mat3(FRAME.attractors[i].transform) * safe_normalize(s); //revert direction
amount = length(s);
} break;
}
amount = pow(amount, FRAME.attractors[i].attenuation);
dir = normalize(mix(dir, FRAME.attractors[i].transform[2].xyz, FRAME.attractors[i].directionality));
dir = safe_normalize(mix(dir, FRAME.attractors[i].transform[2].xyz, FRAME.attractors[i].directionality));
attractor_force -= amount * dir * FRAME.attractors[i].strength;
}