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authorcody <sebastian.kotulla@gmail.com>2023-04-05 23:42:00 +0200
committerYuri Sizov <yuris@humnom.net>2023-04-24 16:28:27 +0200
commitc1ec270b448bac4ae1c8e1a4b900dde6ffbaedaa (patch)
tree88d4d5a19713eac759daa1acdaf0a35106a16054 /drivers
parentaeca8f07fa8ea3680a8013e8047ff948c81b04b0 (diff)
Fix "error X3708: continue cannot be used in a switch" in HTML export
(cherry picked from commit 5062df41a5fbb42d99e08817e19eb6a82c0464d2)
Diffstat (limited to 'drivers')
-rw-r--r--drivers/gles3/shaders/particles.glsl153
1 files changed, 70 insertions, 83 deletions
diff --git a/drivers/gles3/shaders/particles.glsl b/drivers/gles3/shaders/particles.glsl
index f8741a22ab..40881a1808 100644
--- a/drivers/gles3/shaders/particles.glsl
+++ b/drivers/gles3/shaders/particles.glsl
@@ -300,28 +300,23 @@ void main() {
vec3 rel_vec = xform[3].xyz - attractors[i].transform[3].xyz;
vec3 local_pos = rel_vec * mat3(attractors[i].transform);
- switch (attractors[i].type) {
- case ATTRACTOR_TYPE_SPHERE: {
- dir = safe_normalize(rel_vec);
- float d = length(local_pos) / attractors[i].extents.x;
- if (d > 1.0) {
- continue;
- }
- amount = max(0.0, 1.0 - d);
- } break;
- case ATTRACTOR_TYPE_BOX: {
- dir = safe_normalize(rel_vec);
-
- vec3 abs_pos = abs(local_pos / attractors[i].extents.xyz);
- float d = max(abs_pos.x, max(abs_pos.y, abs_pos.z));
- if (d > 1.0) {
- continue;
- }
- amount = max(0.0, 1.0 - d);
-
- } break;
- case ATTRACTOR_TYPE_VECTOR_FIELD: {
- } break;
+ if (attractors[i].type == ATTRACTOR_TYPE_SPHERE) {
+ dir = safe_normalize(rel_vec);
+ float d = length(local_pos) / attractors[i].extents.x;
+ if (d > 1.0) {
+ continue;
+ }
+ amount = max(0.0, 1.0 - d);
+ } else if (attractors[i].type == ATTRACTOR_TYPE_BOX) {
+ dir = safe_normalize(rel_vec);
+
+ vec3 abs_pos = abs(local_pos / attractors[i].extents.xyz);
+ float d = max(abs_pos.x, max(abs_pos.y, abs_pos.z));
+ if (d > 1.0) {
+ continue;
+ }
+ amount = max(0.0, 1.0 - d);
+ } else if (attractors[i].type == ATTRACTOR_TYPE_VECTOR_FIELD) {
}
amount = pow(amount, attractors[i].attenuation);
dir = safe_normalize(mix(dir, attractors[i].transform[2].xyz, attractors[i].directionality));
@@ -383,80 +378,72 @@ void main() {
vec3 rel_vec = xform[3].xyz - colliders[i].transform[3].xyz;
vec3 local_pos = rel_vec * mat3(colliders[i].transform);
- switch (colliders[i].type) {
- case COLLIDER_TYPE_SPHERE: {
- float d = length(rel_vec) - (particle_size + colliders[i].extents.x);
+ if (colliders[i].type == COLLIDER_TYPE_SPHERE) {
+ float d = length(rel_vec) - (particle_size + colliders[i].extents.x);
- if (d < 0.0) {
- col = true;
- depth = -d;
- normal = normalize(rel_vec);
- }
+ if (d < 0.0) {
+ col = true;
+ depth = -d;
+ normal = normalize(rel_vec);
+ }
+ } else if (colliders[i].type == COLLIDER_TYPE_BOX) {
+ vec3 abs_pos = abs(local_pos);
+ vec3 sgn_pos = sign(local_pos);
- } break;
- case COLLIDER_TYPE_BOX: {
- vec3 abs_pos = abs(local_pos);
- vec3 sgn_pos = sign(local_pos);
-
- if (any(greaterThan(abs_pos, colliders[i].extents.xyz))) {
- //point outside box
-
- vec3 closest = min(abs_pos, colliders[i].extents.xyz);
- vec3 rel = abs_pos - closest;
- depth = length(rel) - particle_size;
- if (depth < 0.0) {
- col = true;
- normal = mat3(colliders[i].transform) * (normalize(rel) * sgn_pos);
- depth = -depth;
- }
- } else {
- //point inside box
- vec3 axis_len = colliders[i].extents.xyz - abs_pos;
- // there has to be a faster way to do this?
- if (all(lessThan(axis_len.xx, axis_len.yz))) {
- normal = vec3(1, 0, 0);
- } else if (all(lessThan(axis_len.yy, axis_len.xz))) {
- normal = vec3(0, 1, 0);
- } else {
- normal = vec3(0, 0, 1);
- }
+ if (any(greaterThan(abs_pos, colliders[i].extents.xyz))) {
+ //point outside box
+ vec3 closest = min(abs_pos, colliders[i].extents.xyz);
+ vec3 rel = abs_pos - closest;
+ depth = length(rel) - particle_size;
+ if (depth < 0.0) {
col = true;
- depth = dot(normal * axis_len, vec3(1)) + particle_size;
- normal = mat3(colliders[i].transform) * (normal * sgn_pos);
+ normal = mat3(colliders[i].transform) * (normalize(rel) * sgn_pos);
+ depth = -depth;
}
-
- } break;
- case COLLIDER_TYPE_SDF: {
- } break;
- case COLLIDER_TYPE_HEIGHT_FIELD: {
- vec3 local_pos_bottom = local_pos;
- local_pos_bottom.y -= particle_size;
-
- if (any(greaterThan(abs(local_pos_bottom), colliders[i].extents.xyz))) {
- continue;
+ } else {
+ //point inside box
+ vec3 axis_len = colliders[i].extents.xyz - abs_pos;
+ // there has to be a faster way to do this?
+ if (all(lessThan(axis_len.xx, axis_len.yz))) {
+ normal = vec3(1, 0, 0);
+ } else if (all(lessThan(axis_len.yy, axis_len.xz))) {
+ normal = vec3(0, 1, 0);
+ } else {
+ normal = vec3(0, 0, 1);
}
- const float DELTA = 1.0 / 8192.0;
- vec3 uvw_pos = vec3(local_pos_bottom / colliders[i].extents.xyz) * 0.5 + 0.5;
+ col = true;
+ depth = dot(normal * axis_len, vec3(1)) + particle_size;
+ normal = mat3(colliders[i].transform) * (normal * sgn_pos);
+ }
+ } else if (colliders[i].type == COLLIDER_TYPE_SDF) {
+ } else if (colliders[i].type == COLLIDER_TYPE_HEIGHT_FIELD) {
+ vec3 local_pos_bottom = local_pos;
+ local_pos_bottom.y -= particle_size;
- float y = 1.0 - texture(height_field_texture, uvw_pos.xz).r;
+ if (any(greaterThan(abs(local_pos_bottom), colliders[i].extents.xyz))) {
+ continue;
+ }
+ const float DELTA = 1.0 / 8192.0;
- if (y > uvw_pos.y) {
- //inside heightfield
+ vec3 uvw_pos = vec3(local_pos_bottom / colliders[i].extents.xyz) * 0.5 + 0.5;
- vec3 pos1 = (vec3(uvw_pos.x, y, uvw_pos.z) * 2.0 - 1.0) * colliders[i].extents.xyz;
- vec3 pos2 = (vec3(uvw_pos.x + DELTA, 1.0 - texture(height_field_texture, uvw_pos.xz + vec2(DELTA, 0)).r, uvw_pos.z) * 2.0 - 1.0) * colliders[i].extents.xyz;
- vec3 pos3 = (vec3(uvw_pos.x, 1.0 - texture(height_field_texture, uvw_pos.xz + vec2(0, DELTA)).r, uvw_pos.z + DELTA) * 2.0 - 1.0) * colliders[i].extents.xyz;
+ float y = 1.0 - texture(height_field_texture, uvw_pos.xz).r;
- normal = normalize(cross(pos1 - pos2, pos1 - pos3));
- float local_y = (vec3(local_pos / colliders[i].extents.xyz) * 0.5 + 0.5).y;
+ if (y > uvw_pos.y) {
+ //inside heightfield
- col = true;
- depth = dot(normal, pos1) - dot(normal, local_pos_bottom);
- }
+ vec3 pos1 = (vec3(uvw_pos.x, y, uvw_pos.z) * 2.0 - 1.0) * colliders[i].extents.xyz;
+ vec3 pos2 = (vec3(uvw_pos.x + DELTA, 1.0 - texture(height_field_texture, uvw_pos.xz + vec2(DELTA, 0)).r, uvw_pos.z) * 2.0 - 1.0) * colliders[i].extents.xyz;
+ vec3 pos3 = (vec3(uvw_pos.x, 1.0 - texture(height_field_texture, uvw_pos.xz + vec2(0, DELTA)).r, uvw_pos.z + DELTA) * 2.0 - 1.0) * colliders[i].extents.xyz;
- } break;
+ normal = normalize(cross(pos1 - pos2, pos1 - pos3));
+ float local_y = (vec3(local_pos / colliders[i].extents.xyz) * 0.5 + 0.5).y;
+
+ col = true;
+ depth = dot(normal, pos1) - dot(normal, local_pos_bottom);
+ }
}
if (col) {