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author | PouleyKetchoupp <pouleyketchoup@gmail.com> | 2020-08-09 18:16:53 +0200 |
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committer | PouleyKetchoupp <pouleyketchoup@gmail.com> | 2020-08-09 18:16:53 +0200 |
commit | 1c231cacb30315c08238c2808b60f72eaa6ecd87 (patch) | |
tree | 66ff46d3dec1d227252a9e09a4dbeed2026e022b /main | |
parent | 241e709462cd90d3daade3c6a05ff130fe85b4c0 (diff) |
Fix 2D Particle velocity with directed emission mask
Changed CPU velocity calculation for EMISSION_SHAPE_DIRECTED_POINTS
to follow the same logic as in the GPU version:
mat2 rotm;
rotm[0] = texelFetch(emission_texture_normal, emission_tex_ofs, 0).xy;
rotm[1] = rotm[0].yx * vec2(1.0, -1.0);
VELOCITY.xy = rotm * VELOCITY.xy;
Now both CPUParticles2D & CPUParticles3D (z disabled) show the same results
as their GPU counterparts and take the initial velocity settings into account.
Diffstat (limited to 'main')
0 files changed, 0 insertions, 0 deletions