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authorRĂ©mi Verschelde <remi@verschelde.fr>2022-03-01 22:22:37 +0100
committerGitHub <noreply@github.com>2022-03-01 22:22:37 +0100
commit62765fb7ca7cca7ae0c56be99cc99d9b3b0bd040 (patch)
tree0819a4cef09c677cedb19d5ecb266ae3a48e2bd0 /servers/rendering
parent3f9a6011fea84a7de3308b8bfd7056827b5eae7d (diff)
parent0036a41a102204e97d36d50dd4dcd3a5af1ded2e (diff)
Merge pull request #58660 from godotengine/revert-58549-fix-particle-trail
Revert "Fix particle trail glitch"
Diffstat (limited to 'servers/rendering')
-rw-r--r--servers/rendering/renderer_rd/shaders/particles_copy.glsl8
1 files changed, 1 insertions, 7 deletions
diff --git a/servers/rendering/renderer_rd/shaders/particles_copy.glsl b/servers/rendering/renderer_rd/shaders/particles_copy.glsl
index 1cd8174e9d..afbd5a9caa 100644
--- a/servers/rendering/renderer_rd/shaders/particles_copy.glsl
+++ b/servers/rendering/renderer_rd/shaders/particles_copy.glsl
@@ -209,13 +209,7 @@ void main() {
txform = transpose(txform);
} else {
- // Even being inactive, its position still needs to preserved as it might be used by trails.
- txform = particles.data[particle].xform;
-
- // Set scale zero to make it invisible.
- txform[0].xyz = vec3(0);
-
- txform = transpose(txform);
+ txform = mat4(vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0)); //zero scale, becomes invisible
}
if (params.copy_mode_2d) {