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-rw-r--r--scene/resources/particle_process_material.cpp57
1 files changed, 32 insertions, 25 deletions
diff --git a/scene/resources/particle_process_material.cpp b/scene/resources/particle_process_material.cpp
index 5acb08de14..0b65b33240 100644
--- a/scene/resources/particle_process_material.cpp
+++ b/scene/resources/particle_process_material.cpp
@@ -634,10 +634,10 @@ void ParticleProcessMaterial::_update_shader() {
if (emission_shape == EMISSION_SHAPE_RING) {
code += " \n";
code += " float ring_spawn_angle = rand_from_seed(alt_seed) * 2.0 * pi;\n";
- code += " float ring_random_radius = rand_from_seed(alt_seed) * (emission_ring_radius - emission_ring_inner_radius) + emission_ring_inner_radius;\n";
- code += " vec3 axis = normalize(emission_ring_axis);\n";
+ code += " float ring_random_radius = sqrt(rand_from_seed(alt_seed) * (emission_ring_radius - emission_ring_inner_radius * emission_ring_inner_radius) + emission_ring_inner_radius * emission_ring_inner_radius);\n";
+ code += " vec3 axis = emission_ring_axis == vec3(0.0) ? vec3(0.0, 0.0, 1.0) : normalize(emission_ring_axis);\n";
code += " vec3 ortho_axis = vec3(0.0);\n";
- code += " if (axis == vec3(1.0, 0.0, 0.0)) {\n";
+ code += " if (abs(axis) == vec3(1.0, 0.0, 0.0)) {\n";
code += " ortho_axis = cross(axis, vec3(0.0, 1.0, 0.0));\n";
code += " } else {\n";
code += " ortho_axis = cross(axis, vec3(1.0, 0.0, 0.0));\n";
@@ -741,26 +741,33 @@ void ParticleProcessMaterial::_update_shader() {
code += "vec3 get_random_direction_from_spread(inout uint alt_seed, float spread_angle){\n";
code += " float pi = 3.14159;\n";
code += " float degree_to_rad = pi / 180.0;\n";
- code += " vec3 velocity = vec3(0.);\n";
code += " float spread_rad = spread_angle * degree_to_rad;\n";
- code += " float angle1_rad = rand_from_seed_m1_p1(alt_seed) * spread_rad;\n";
- code += " float angle2_rad = rand_from_seed_m1_p1(alt_seed) * spread_rad * (1.0 - flatness);\n";
- code += " vec3 direction_xz = vec3(sin(angle1_rad), 0.0, cos(angle1_rad));\n";
- code += " vec3 direction_yz = vec3(0.0, sin(angle2_rad), cos(angle2_rad));\n";
- code += " direction_yz.z = direction_yz.z / max(0.0001,sqrt(abs(direction_yz.z))); // better uniform distribution\n";
- code += " vec3 spread_direction = vec3(direction_xz.x * direction_yz.z, direction_yz.y, direction_xz.z * direction_yz.z);\n";
- code += " vec3 direction_nrm = length(direction) > 0.0 ? normalize(direction) : vec3(0.0, 0.0, 1.0);\n";
- code += " // rotate spread to direction\n";
- code += " vec3 binormal = cross(vec3(0.0, 1.0, 0.0), direction_nrm);\n";
- code += " if (length(binormal) < 0.0001) {\n";
- code += " // direction is parallel to Y. Choose Z as the binormal.\n";
- code += " binormal = vec3(0.0, 0.0, 1.0);\n";
- code += " }\n";
- code += " binormal = normalize(binormal);\n";
- code += " vec3 normal = cross(binormal, direction_nrm);\n";
- code += " spread_direction = binormal * spread_direction.x + normal * spread_direction.y + direction_nrm * spread_direction.z;\n";
- code += " return spread_direction;\n";
-
+ if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) {
+ // Spread calculation for 2D.
+ code += " float angle1_rad = rand_from_seed_m1_p1(alt_seed) * spread_rad;\n";
+ code += " angle1_rad += direction.x != 0.0 ? atan(direction.y, direction.x) : sign(direction.y) * (pi / 2.0);\n";
+ code += " vec3 spread_direction = vec3(cos(angle1_rad), sin(angle1_rad), 0.0);\n";
+ code += " return spread_direction;\n";
+ } else {
+ // Spread calculation for 3D.
+ code += " float angle1_rad = rand_from_seed_m1_p1(alt_seed) * spread_rad;\n";
+ code += " float angle2_rad = rand_from_seed_m1_p1(alt_seed) * spread_rad * (1.0 - flatness);\n";
+ code += " vec3 direction_xz = vec3(sin(angle1_rad), 0.0, cos(angle1_rad));\n";
+ code += " vec3 direction_yz = vec3(0.0, sin(angle2_rad), cos(angle2_rad));\n";
+ code += " direction_yz.z = direction_yz.z / max(0.0001,sqrt(abs(direction_yz.z))); // better uniform distribution\n";
+ code += " vec3 spread_direction = vec3(direction_xz.x * direction_yz.z, direction_yz.y, direction_xz.z * direction_yz.z);\n";
+ code += " vec3 direction_nrm = length(direction) > 0.0 ? normalize(direction) : vec3(0.0, 0.0, 1.0);\n";
+ code += " // rotate spread to direction\n";
+ code += " vec3 binormal = cross(vec3(0.0, 1.0, 0.0), direction_nrm);\n";
+ code += " if (length(binormal) < 0.0001) {\n";
+ code += " // direction is parallel to Y. Choose Z as the binormal.\n";
+ code += " binormal = vec3(0.0, 0.0, 1.0);\n";
+ code += " }\n";
+ code += " binormal = normalize(binormal);\n";
+ code += " vec3 normal = cross(binormal, direction_nrm);\n";
+ code += " spread_direction = binormal * spread_direction.x + normal * spread_direction.y + direction_nrm * spread_direction.z;\n";
+ code += " return normalize(spread_direction);\n";
+ }
code += "}\n";
code += "vec3 process_radial_displacement(DynamicsParameters param, float lifetime, inout uint alt_seed, mat4 transform, mat4 emission_transform, float delta){\n";
@@ -1129,9 +1136,9 @@ void ParticleProcessMaterial::_update_shader() {
code += " if (COLLIDED) emit_count = sub_emitter_amount_at_collision;\n";
} break;
case SUB_EMITTER_AT_END: {
- code += " float unit_delta = DELTA/LIFETIME;\n";
- code += " float end_time = CUSTOM.w * 0.95;\n"; // if we do at the end we might miss it, as it can just get deactivated by emitter
- code += " if (CUSTOM.y < end_time && (CUSTOM.y + unit_delta) >= end_time) emit_count = sub_emitter_amount_at_end;\n";
+ code += " if ((CUSTOM.y / CUSTOM.w * LIFETIME) > (LIFETIME - DELTA)) {\n";
+ code += " emit_count = sub_emitter_amount_at_end;\n";
+ code += " }\n";
} break;
default: {
}