Fix "error X3708: continue cannot be used in a switch" in HTML export
(cherry picked from commit 5062df41a5
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@ -300,16 +300,14 @@ void main() {
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vec3 rel_vec = xform[3].xyz - attractors[i].transform[3].xyz;
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vec3 local_pos = rel_vec * mat3(attractors[i].transform);
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switch (attractors[i].type) {
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case ATTRACTOR_TYPE_SPHERE: {
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if (attractors[i].type == ATTRACTOR_TYPE_SPHERE) {
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dir = safe_normalize(rel_vec);
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float d = length(local_pos) / attractors[i].extents.x;
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if (d > 1.0) {
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continue;
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}
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amount = max(0.0, 1.0 - d);
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} break;
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case ATTRACTOR_TYPE_BOX: {
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} else if (attractors[i].type == ATTRACTOR_TYPE_BOX) {
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dir = safe_normalize(rel_vec);
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vec3 abs_pos = abs(local_pos / attractors[i].extents.xyz);
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@ -318,10 +316,7 @@ void main() {
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continue;
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}
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amount = max(0.0, 1.0 - d);
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} break;
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case ATTRACTOR_TYPE_VECTOR_FIELD: {
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} break;
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} else if (attractors[i].type == ATTRACTOR_TYPE_VECTOR_FIELD) {
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}
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amount = pow(amount, attractors[i].attenuation);
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dir = safe_normalize(mix(dir, attractors[i].transform[2].xyz, attractors[i].directionality));
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@ -383,8 +378,7 @@ void main() {
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vec3 rel_vec = xform[3].xyz - colliders[i].transform[3].xyz;
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vec3 local_pos = rel_vec * mat3(colliders[i].transform);
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switch (colliders[i].type) {
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case COLLIDER_TYPE_SPHERE: {
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if (colliders[i].type == COLLIDER_TYPE_SPHERE) {
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float d = length(rel_vec) - (particle_size + colliders[i].extents.x);
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if (d < 0.0) {
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@ -392,9 +386,7 @@ void main() {
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depth = -d;
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normal = normalize(rel_vec);
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}
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} break;
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case COLLIDER_TYPE_BOX: {
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} else if (colliders[i].type == COLLIDER_TYPE_BOX) {
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vec3 abs_pos = abs(local_pos);
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vec3 sgn_pos = sign(local_pos);
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@ -425,11 +417,8 @@ void main() {
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depth = dot(normal * axis_len, vec3(1)) + particle_size;
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normal = mat3(colliders[i].transform) * (normal * sgn_pos);
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}
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} break;
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case COLLIDER_TYPE_SDF: {
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} break;
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case COLLIDER_TYPE_HEIGHT_FIELD: {
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} else if (colliders[i].type == COLLIDER_TYPE_SDF) {
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} else if (colliders[i].type == COLLIDER_TYPE_HEIGHT_FIELD) {
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vec3 local_pos_bottom = local_pos;
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local_pos_bottom.y -= particle_size;
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@ -455,8 +444,6 @@ void main() {
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col = true;
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depth = dot(normal, pos1) - dot(normal, local_pos_bottom);
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}
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} break;
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}
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if (col) {
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