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author | Rudolph Bester <Rudolph.f.Bester@gmail.com> | 2024-05-28 14:09:08 +0200 |
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committer | Rudolph Bester <Rudolph.f.Bester@gmail.com> | 2024-05-28 14:09:08 +0200 |
commit | f666c76a9cd19b1e9b8d45d6c069e65d6fd6ec3f (patch) | |
tree | 0aa54dbbad8cf099d6b56982b4179d573520f1f9 /servers/rendering/renderer_rd/shaders | |
parent | be56cab58c056c074d1e02cd0b38641204e39f41 (diff) | |
download | redot-engine-f666c76a9cd19b1e9b8d45d6c069e65d6fd6ec3f.tar.gz |
Fixed collided 3D GPU particles sometimes jittering
Diffstat (limited to 'servers/rendering/renderer_rd/shaders')
-rw-r--r-- | servers/rendering/renderer_rd/shaders/particles.glsl | 12 |
1 files changed, 7 insertions, 5 deletions
diff --git a/servers/rendering/renderer_rd/shaders/particles.glsl b/servers/rendering/renderer_rd/shaders/particles.glsl index efdf1c2278..60c49bacae 100644 --- a/servers/rendering/renderer_rd/shaders/particles.glsl +++ b/servers/rendering/renderer_rd/shaders/particles.glsl @@ -528,11 +528,13 @@ void main() { vec3 rel_vec = PARTICLE.xform[3].xyz - FRAME.colliders[i].transform[3].xyz; vec3 local_pos = rel_vec * mat3(FRAME.colliders[i].transform); + // Allowing for a small epsilon to allow particle just touching colliders to count as collided + const float EPSILON = 0.001; switch (FRAME.colliders[i].type) { case COLLIDER_TYPE_SPHERE: { float d = length(rel_vec) - (particle_size + FRAME.colliders[i].extents.x); - if (d < 0.0) { + if (d <= EPSILON) { col = true; depth = -d; normal = normalize(rel_vec); @@ -549,7 +551,7 @@ void main() { vec3 closest = min(abs_pos, FRAME.colliders[i].extents); vec3 rel = abs_pos - closest; depth = length(rel) - particle_size; - if (depth < 0.0) { + if (depth <= EPSILON) { col = true; normal = mat3(FRAME.colliders[i].transform) * (normalize(rel) * sgn_pos); depth = -depth; @@ -588,10 +590,10 @@ void main() { float s = texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], SAMPLER_LINEAR_CLAMP), uvw_pos).r; s *= FRAME.colliders[i].scale; s += extra_dist; - if (s < particle_size) { + if (s <= particle_size + EPSILON) { col = true; depth = particle_size - s; - const float EPSILON = 0.001; + normal = mat3(FRAME.colliders[i].transform) * normalize( vec3( @@ -614,7 +616,7 @@ void main() { float y = texture(sampler2D(height_field_texture, SAMPLER_LINEAR_CLAMP), uvw_pos.xz).r; - if (y > uvw_pos.y) { + if (y + EPSILON >= uvw_pos.y) { //inside heightfield vec3 pos1 = (vec3(uvw_pos.x, y, uvw_pos.z) * 2.0 - 1.0) * FRAME.colliders[i].extents; |