From 99911bfa7929227783b7ae5cfe5b1dc28676956b Mon Sep 17 00:00:00 2001 From: Somnath Sarkar Date: Thu, 19 May 2022 23:14:36 -0400 Subject: Fix GPUParticles3D disappearance at attractor origins --- servers/rendering/renderer_rd/shaders/particles.glsl | 16 ++++++++++++---- 1 file changed, 12 insertions(+), 4 deletions(-) (limited to 'servers/rendering/renderer_rd') diff --git a/servers/rendering/renderer_rd/shaders/particles.glsl b/servers/rendering/renderer_rd/shaders/particles.glsl index 1b1051ecfa..acb62b812e 100644 --- a/servers/rendering/renderer_rd/shaders/particles.glsl +++ b/servers/rendering/renderer_rd/shaders/particles.glsl @@ -228,6 +228,14 @@ bool emit_subparticle(mat4 p_xform, vec3 p_velocity, vec4 p_color, vec4 p_custom return true; } +vec3 safe_normalize(vec3 direction) { + const float EPSILON = 0.001; + if (length(direction) < EPSILON) { + return vec3(0.0); + } + return normalize(direction); +} + #GLOBALS void main() { @@ -431,7 +439,7 @@ void main() { switch (FRAME.attractors[i].type) { case ATTRACTOR_TYPE_SPHERE: { - dir = normalize(rel_vec); + dir = safe_normalize(rel_vec); float d = length(local_pos) / FRAME.attractors[i].extents.x; if (d > 1.0) { continue; @@ -439,7 +447,7 @@ void main() { amount = max(0.0, 1.0 - d); } break; case ATTRACTOR_TYPE_BOX: { - dir = normalize(rel_vec); + dir = safe_normalize(rel_vec); vec3 abs_pos = abs(local_pos / FRAME.attractors[i].extents); float d = max(abs_pos.x, max(abs_pos.y, abs_pos.z)); @@ -455,13 +463,13 @@ void main() { continue; } vec3 s = texture(sampler3D(sdf_vec_textures[FRAME.attractors[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos).xyz; - dir = mat3(FRAME.attractors[i].transform) * normalize(s); //revert direction + dir = mat3(FRAME.attractors[i].transform) * safe_normalize(s); //revert direction amount = length(s); } break; } amount = pow(amount, FRAME.attractors[i].attenuation); - dir = normalize(mix(dir, FRAME.attractors[i].transform[2].xyz, FRAME.attractors[i].directionality)); + dir = safe_normalize(mix(dir, FRAME.attractors[i].transform[2].xyz, FRAME.attractors[i].directionality)); attractor_force -= amount * dir * FRAME.attractors[i].strength; } -- cgit v1.2.3