diff options
Diffstat (limited to 'scene/resources')
-rw-r--r-- | scene/resources/particle_process_material.cpp | 22 |
1 files changed, 7 insertions, 15 deletions
diff --git a/scene/resources/particle_process_material.cpp b/scene/resources/particle_process_material.cpp index e51c786786..692a40badc 100644 --- a/scene/resources/particle_process_material.cpp +++ b/scene/resources/particle_process_material.cpp @@ -830,6 +830,13 @@ void ParticleProcessMaterial::_update_shader() { code += " TRANSFORM[3].z = 0.0;\n"; } + // scale by scale + code += " float base_scale = mix(scale_min, scale_max, scale_rand);\n"; + code += " base_scale = sign(base_scale) * max(abs(base_scale), 0.001);\n"; + code += " TRANSFORM[0].xyz *= base_scale * sign(tex_scale.r) * max(abs(tex_scale.r), 0.001);\n"; + code += " TRANSFORM[1].xyz *= base_scale * sign(tex_scale.g) * max(abs(tex_scale.g), 0.001);\n"; + code += " TRANSFORM[2].xyz *= base_scale * sign(tex_scale.b) * max(abs(tex_scale.b), 0.001);\n"; + if (collision_mode == COLLISION_RIGID) { code += " if (COLLIDED) {\n"; code += " if (length(VELOCITY) > 3.0) {\n"; @@ -844,21 +851,6 @@ void ParticleProcessMaterial::_update_shader() { } code += " }\n"; code += " }\n"; - } - - // scale by scale - code += " float base_scale = mix(scale_min, scale_max, scale_rand);\n"; - code += " base_scale = sign(base_scale) * max(abs(base_scale), 0.001);\n"; - code += " TRANSFORM[0].xyz *= base_scale * sign(tex_scale.r) * max(abs(tex_scale.r), 0.001);\n"; - code += " TRANSFORM[1].xyz *= base_scale * sign(tex_scale.g) * max(abs(tex_scale.g), 0.001);\n"; - code += " TRANSFORM[2].xyz *= base_scale * sign(tex_scale.b) * max(abs(tex_scale.b), 0.001);\n"; - - if (collision_mode == COLLISION_RIGID) { - code += " if (COLLIDED) {\n"; - code += " TRANSFORM[3].xyz+=COLLISION_NORMAL * COLLISION_DEPTH;\n"; - code += " VELOCITY -= COLLISION_NORMAL * dot(COLLISION_NORMAL, VELOCITY) * (1.0 + collision_bounce);\n"; - code += " VELOCITY = mix(VELOCITY,vec3(0.0),collision_friction * DELTA * 100.0);\n"; - code += " }\n"; } else if (collision_mode == COLLISION_HIDE_ON_CONTACT) { code += " if (COLLIDED) {\n"; code += " ACTIVE = false;\n"; |