Fix UV calculation for spritesheet in particles
Fix names of uniforms and make correct uv offset calculation
This commit is contained in:
parent
b4ad899ef6
commit
e41656c345
|
@ -226,8 +226,8 @@ void SpatialMaterial::init_shaders() {
|
|||
shader_names->uv1_blend_sharpness = "uv1_blend_sharpness";
|
||||
shader_names->uv2_blend_sharpness = "uv2_blend_sharpness";
|
||||
|
||||
shader_names->particle_h_frames = "particle_h_frames";
|
||||
shader_names->particle_v_frames = "particle_v_frames";
|
||||
shader_names->particles_anim_h_frames = "particles_anim_h_frames";
|
||||
shader_names->particles_anim_v_frames = "particles_anim_v_frames";
|
||||
shader_names->particles_anim_loop = "particles_anim_loop";
|
||||
shader_names->depth_min_layers = "depth_min_layers";
|
||||
shader_names->depth_max_layers = "depth_max_layers";
|
||||
|
@ -502,8 +502,8 @@ void SpatialMaterial::_update_shader() {
|
|||
code += "\tint particle_total_frames = particles_anim_h_frames * particles_anim_v_frames;\n";
|
||||
code += "\tint particle_frame = int(INSTANCE_CUSTOM.y * float(particle_total_frames));\n";
|
||||
code += "\tif (particles_anim_loop) particle_frame=clamp(particle_frame,0,particle_total_frames-1); else particle_frame=abs(particle_frame)%particle_total_frames;\n";
|
||||
//code += "\tUV /= vec2(float(particles_anim_h_frames),float(particles_anim_v_frames));\n";
|
||||
//code += "\tUV+= UV * vec2(float(particle_frame % particles_anim_h_frames),float(particle_frame / particles_anim_v_frames));\n";
|
||||
code += "\tUV /= vec2(float(particles_anim_h_frames),float(particles_anim_v_frames));\n";
|
||||
code += "\tUV += vec2(float(particle_frame % particles_anim_h_frames) / float(particles_anim_h_frames),float(particle_frame / particles_anim_h_frames) / float(particles_anim_v_frames));\n";
|
||||
//handle rotation
|
||||
// code += "\tmat4 rotation = mat4("
|
||||
} break;
|
||||
|
@ -1280,7 +1280,7 @@ SpatialMaterial::BillboardMode SpatialMaterial::get_billboard_mode() const {
|
|||
void SpatialMaterial::set_particles_anim_h_frames(int p_frames) {
|
||||
|
||||
particles_anim_h_frames = p_frames;
|
||||
VS::get_singleton()->material_set_param(_get_material(), shader_names->particle_h_frames, p_frames);
|
||||
VS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_h_frames, p_frames);
|
||||
}
|
||||
|
||||
int SpatialMaterial::get_particles_anim_h_frames() const {
|
||||
|
@ -1290,7 +1290,7 @@ int SpatialMaterial::get_particles_anim_h_frames() const {
|
|||
void SpatialMaterial::set_particles_anim_v_frames(int p_frames) {
|
||||
|
||||
particles_anim_v_frames = p_frames;
|
||||
VS::get_singleton()->material_set_param(_get_material(), shader_names->particle_v_frames, p_frames);
|
||||
VS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_v_frames, p_frames);
|
||||
}
|
||||
|
||||
int SpatialMaterial::get_particles_anim_v_frames() const {
|
||||
|
|
|
@ -283,8 +283,8 @@ private:
|
|||
StringName uv1_offset;
|
||||
StringName uv2_scale;
|
||||
StringName uv2_offset;
|
||||
StringName particle_h_frames;
|
||||
StringName particle_v_frames;
|
||||
StringName particles_anim_h_frames;
|
||||
StringName particles_anim_v_frames;
|
||||
StringName particles_anim_loop;
|
||||
StringName depth_min_layers;
|
||||
StringName depth_max_layers;
|
||||
|
|
Loading…
Reference in New Issue