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author | RĂ©mi Verschelde <rverschelde@gmail.com> | 2017-04-18 00:01:08 +0200 |
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committer | GitHub <noreply@github.com> | 2017-04-18 00:01:08 +0200 |
commit | 24b2186ff94f04ccf64050a0382f2b8b5aaf4b2f (patch) | |
tree | 9809e31dfc903640ccc73f0509cd6bf7fbfffd1c /drivers/gles3 | |
parent | dd55950b62a6b431fca1cb7438ff64ca2c77dbd7 (diff) | |
parent | 5404e108037829e5b49c79e2bca4dc9b902c2259 (diff) |
Merge pull request #8388 from Dobbias/fix_#8381
Fix gles3-particles shader not compiling
Diffstat (limited to 'drivers/gles3')
-rw-r--r-- | drivers/gles3/shaders/particles.glsl | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/drivers/gles3/shaders/particles.glsl b/drivers/gles3/shaders/particles.glsl index f789be24cf..fa12dd7408 100644 --- a/drivers/gles3/shaders/particles.glsl +++ b/drivers/gles3/shaders/particles.glsl @@ -101,7 +101,7 @@ void main() { restart_phase*= (1.0-explosiveness); bool restart=false; - bool active = velocity_active.a > 0.5; + bool shader_active = velocity_active.a > 0.5; if (system_phase > prev_system_phase) { if (prev_system_phase < restart_phase && system_phase >= restart_phase) { @@ -134,7 +134,7 @@ void main() { uint particle_number = current_cycle * uint(total_particles) + uint(gl_VertexID); if (restart) { - active=emitting; + shader_active=emitting; } mat4 xform; @@ -148,7 +148,7 @@ void main() { out_velocity_active=vec4(0.0); out_custom=vec4(0.0); if (!restart) - active=false; + shader_active=false; xform = mat4( vec4(1.0,0.0,0.0,0.0), @@ -163,7 +163,7 @@ void main() { xform = transpose(mat4(xform_1,xform_2,xform_3,vec4(vec3(0.0),1.0))); } - if (active) { + if (shader_active) { //execute shader { @@ -178,7 +178,7 @@ VERTEX_SHADER_CODE for(int i=0;i<attractor_count;i++) { vec3 rel_vec = xform[3].xyz - attractors[i].pos; - float dist = rel_vec.length(); + float dist = length(rel_vec); if (attractors[i].radius < dist) continue; if (attractors[i].eat_radius>0 && attractors[i].eat_radius > dist) { @@ -215,7 +215,7 @@ VERTEX_SHADER_CODE xform = transpose(xform); - out_velocity_active.a = mix(0.0,1.0,active); + out_velocity_active.a = mix(0.0,1.0,shader_active); out_xform_1 = xform[0]; out_xform_2 = xform[1]; |