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-rw-r--r--drivers/gles3/shaders/particles.glsl14
-rw-r--r--servers/rendering/renderer_rd/shaders/particles.glsl12
2 files changed, 15 insertions, 11 deletions
diff --git a/drivers/gles3/shaders/particles.glsl b/drivers/gles3/shaders/particles.glsl
index 096f0a57ae..2591937a1d 100644
--- a/drivers/gles3/shaders/particles.glsl
+++ b/drivers/gles3/shaders/particles.glsl
@@ -372,10 +372,10 @@ void main() {
float d = vec4_to_float(texture(height_field_texture, uv_pos)) * SDF_MAX_LENGTH;
+ // Allowing for a small epsilon to allow particle just touching colliders to count as collided
+ const float EPSILON = 0.001;
d -= sdf_particle_size;
-
- if (d < 0.0) {
- const float EPSILON = 0.001;
+ if (d < EPSILON) {
vec2 n = normalize(vec2(
vec4_to_float(texture(height_field_texture, uv_pos + vec2(EPSILON, 0.0))) - vec4_to_float(texture(height_field_texture, uv_pos - vec2(EPSILON, 0.0))),
vec4_to_float(texture(height_field_texture, uv_pos + vec2(0.0, EPSILON))) - vec4_to_float(texture(height_field_texture, uv_pos - vec2(0.0, EPSILON)))));
@@ -400,10 +400,12 @@ void main() {
vec3 rel_vec = xform[3].xyz - colliders[i].transform[3].xyz;
vec3 local_pos = rel_vec * mat3(colliders[i].transform);
+ // Allowing for a small epsilon to allow particle just touching colliders to count as collided
+ const float EPSILON = 0.001;
if (colliders[i].type == COLLIDER_TYPE_SPHERE) {
float d = length(rel_vec) - (particle_size + colliders[i].extents.x);
- if (d < 0.0) {
+ if (d < EPSILON) {
col = true;
depth = -d;
normal = normalize(rel_vec);
@@ -418,7 +420,7 @@ void main() {
vec3 closest = min(abs_pos, colliders[i].extents.xyz);
vec3 rel = abs_pos - closest;
depth = length(rel) - particle_size;
- if (depth < 0.0) {
+ if (depth < EPSILON) {
col = true;
normal = mat3(colliders[i].transform) * (normalize(rel) * sgn_pos);
depth = -depth;
@@ -453,7 +455,7 @@ void main() {
float y = 1.0 - texture(height_field_texture, 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) * colliders[i].extents.xyz;
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;