Avoid switch statement in glsl files to workaround shader compiler crash on macOS devices
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@ -57,45 +57,40 @@ void main() {
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txform = transpose(mat4(xform_1, xform_2, vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0)));
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#endif
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switch (align_mode) {
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case TRANSFORM_ALIGN_DISABLED: {
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} break; //nothing
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case TRANSFORM_ALIGN_Z_BILLBOARD: {
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mat3 local = mat3(normalize(cross(align_up, sort_direction)), align_up, sort_direction);
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local = local * mat3(txform);
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txform[0].xyz = local[0];
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txform[1].xyz = local[1];
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txform[2].xyz = local[2];
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// Use if/else here as switch statements cause crashes on certain low-end hardware.
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if (align_mode == TRANSFORM_ALIGN_DISABLED) {
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// nothing
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} else if (align_mode == TRANSFORM_ALIGN_Z_BILLBOARD) {
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mat3 local = mat3(normalize(cross(align_up, sort_direction)), align_up, sort_direction);
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local = local * mat3(txform);
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txform[0].xyz = local[0];
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txform[1].xyz = local[1];
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txform[2].xyz = local[2];
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} else if (align_mode == TRANSFORM_ALIGN_Y_TO_VELOCITY) {
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vec3 v = velocity_flags.xyz;
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float s = (length(txform[0]) + length(txform[1]) + length(txform[2])) / 3.0;
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if (length(v) > 0.0) {
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txform[1].xyz = normalize(v);
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} else {
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txform[1].xyz = normalize(txform[1].xyz);
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}
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} break;
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case TRANSFORM_ALIGN_Y_TO_VELOCITY: {
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vec3 v = velocity_flags.xyz;
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float s = (length(txform[0]) + length(txform[1]) + length(txform[2])) / 3.0;
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if (length(v) > 0.0) {
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txform[1].xyz = normalize(v);
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} else {
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txform[1].xyz = normalize(txform[1].xyz);
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}
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txform[0].xyz = normalize(cross(txform[1].xyz, txform[2].xyz));
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txform[2].xyz = vec3(0.0, 0.0, 1.0) * s;
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txform[0].xyz *= s;
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txform[1].xyz *= s;
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} else if (align_mode == TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY) {
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vec3 sv = velocity_flags.xyz - sort_direction * dot(sort_direction, velocity_flags.xyz); //screen velocity
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txform[0].xyz = normalize(cross(txform[1].xyz, txform[2].xyz));
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txform[2].xyz = vec3(0.0, 0.0, 1.0) * s;
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txform[0].xyz *= s;
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txform[1].xyz *= s;
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} break;
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case TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY: {
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vec3 sv = velocity_flags.xyz - sort_direction * dot(sort_direction, velocity_flags.xyz); //screen velocity
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if (length(sv) == 0.0) {
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sv = align_up;
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}
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if (length(sv) == 0.0) {
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sv = align_up;
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}
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sv = normalize(sv);
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sv = normalize(sv);
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txform[0].xyz = normalize(cross(sv, sort_direction)) * length(txform[0]);
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txform[1].xyz = sv * length(txform[1]);
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txform[2].xyz = sort_direction * length(txform[2]);
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} break;
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txform[0].xyz = normalize(cross(sv, sort_direction)) * length(txform[0]);
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txform[1].xyz = sv * length(txform[1]);
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txform[2].xyz = sort_direction * length(txform[2]);
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}
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txform[3].xyz += velocity_flags.xyz * frame_remainder;
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