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-rw-r--r--servers/rendering/renderer_rd/shaders/particles_copy.glsl47
1 files changed, 45 insertions, 2 deletions
diff --git a/servers/rendering/renderer_rd/shaders/particles_copy.glsl b/servers/rendering/renderer_rd/shaders/particles_copy.glsl
index e2bebadf1a..4dceeea995 100644
--- a/servers/rendering/renderer_rd/shaders/particles_copy.glsl
+++ b/servers/rendering/renderer_rd/shaders/particles_copy.glsl
@@ -53,6 +53,11 @@ layout(push_constant, binding = 0, std430) uniform Params {
vec3 align_up;
uint align_mode;
+
+ bool order_by_lifetime;
+ uint lifetime_split;
+ bool lifetime_reverse;
+ uint pad;
}
params;
@@ -80,7 +85,6 @@ void main() {
#ifdef MODE_FILL_INSTANCES
uint particle = gl_GlobalInvocationID.x;
- uint write_offset = gl_GlobalInvocationID.x * (3 + 1 + 1); //xform + color + custom
if (particle >= params.total_particles) {
return; //discard
@@ -93,7 +97,41 @@ void main() {
} else {
particle = uint(sort_buffer.data[particle].y); //use index from sort buffer
}
-#endif
+#else
+ if (params.order_by_lifetime) {
+ if (params.trail_size > 1) {
+ uint limit = (params.total_particles / params.trail_size) - params.lifetime_split;
+
+ uint base_index = particle / params.trail_size;
+ uint base_offset = particle % params.trail_size;
+
+ if (params.lifetime_reverse) {
+ base_index = (params.total_particles / params.trail_size) - base_index - 1;
+ }
+
+ if (base_index < limit) {
+ base_index = params.lifetime_split + base_index;
+ } else {
+ base_index -= limit;
+ }
+
+ particle = base_index * params.trail_size + base_offset;
+
+ } else {
+ uint limit = params.total_particles - params.lifetime_split;
+
+ if (params.lifetime_reverse) {
+ particle = params.total_particles - particle - 1;
+ }
+
+ if (particle < limit) {
+ particle = params.lifetime_split + particle;
+ } else {
+ particle -= limit;
+ }
+ }
+ }
+#endif // USE_SORT_BUFFER
mat4 txform;
@@ -165,12 +203,17 @@ void main() {
#ifdef MODE_2D
+ uint write_offset = gl_GlobalInvocationID.x * (2 + 1 + 1); //xform + color + custom
+
instances.data[write_offset + 0] = txform[0];
instances.data[write_offset + 1] = txform[1];
instances.data[write_offset + 2] = particles.data[particle].color;
instances.data[write_offset + 3] = particles.data[particle].custom;
#else
+
+ uint write_offset = gl_GlobalInvocationID.x * (3 + 1 + 1); //xform + color + custom
+
instances.data[write_offset + 0] = txform[0];
instances.data[write_offset + 1] = txform[1];
instances.data[write_offset + 2] = txform[2];