Merge pull request #91219 from Lateasusual/particle-height-field-upside-down
Fix inverted GPUParticlesCollisionHeightField3D
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9f336a2953
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@ -612,14 +612,14 @@ void main() {
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vec3 uvw_pos = vec3(local_pos_bottom / FRAME.colliders[i].extents) * 0.5 + 0.5;
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vec3 uvw_pos = vec3(local_pos_bottom / FRAME.colliders[i].extents) * 0.5 + 0.5;
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float y = 1.0 - texture(sampler2D(height_field_texture, SAMPLER_LINEAR_CLAMP), uvw_pos.xz).r;
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float y = texture(sampler2D(height_field_texture, SAMPLER_LINEAR_CLAMP), uvw_pos.xz).r;
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if (y > uvw_pos.y) {
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if (y > uvw_pos.y) {
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//inside heightfield
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//inside heightfield
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vec3 pos1 = (vec3(uvw_pos.x, y, uvw_pos.z) * 2.0 - 1.0) * FRAME.colliders[i].extents;
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vec3 pos1 = (vec3(uvw_pos.x, y, uvw_pos.z) * 2.0 - 1.0) * FRAME.colliders[i].extents;
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vec3 pos2 = (vec3(uvw_pos.x + DELTA, 1.0 - texture(sampler2D(height_field_texture, SAMPLER_LINEAR_CLAMP), uvw_pos.xz + vec2(DELTA, 0)).r, uvw_pos.z) * 2.0 - 1.0) * FRAME.colliders[i].extents;
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vec3 pos2 = (vec3(uvw_pos.x + DELTA, texture(sampler2D(height_field_texture, SAMPLER_LINEAR_CLAMP), uvw_pos.xz + vec2(DELTA, 0)).r, uvw_pos.z) * 2.0 - 1.0) * FRAME.colliders[i].extents;
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vec3 pos3 = (vec3(uvw_pos.x, 1.0 - texture(sampler2D(height_field_texture, SAMPLER_LINEAR_CLAMP), uvw_pos.xz + vec2(0, DELTA)).r, uvw_pos.z + DELTA) * 2.0 - 1.0) * FRAME.colliders[i].extents;
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vec3 pos3 = (vec3(uvw_pos.x, texture(sampler2D(height_field_texture, SAMPLER_LINEAR_CLAMP), uvw_pos.xz + vec2(0, DELTA)).r, uvw_pos.z + DELTA) * 2.0 - 1.0) * FRAME.colliders[i].extents;
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normal = normalize(cross(pos1 - pos2, pos1 - pos3));
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normal = normalize(cross(pos1 - pos2, pos1 - pos3));
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float local_y = (vec3(local_pos / FRAME.colliders[i].extents) * 0.5 + 0.5).y;
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float local_y = (vec3(local_pos / FRAME.colliders[i].extents) * 0.5 + 0.5).y;
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