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https://github.com/godotengine/godot
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Fix "error X3708: continue cannot be used in a switch" in HTML export
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49a196277f
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5062df41a5
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@ -300,28 +300,23 @@ void main() {
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vec3 rel_vec = xform[3].xyz - attractors[i].transform[3].xyz;
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vec3 local_pos = rel_vec * mat3(attractors[i].transform);
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switch (attractors[i].type) {
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case ATTRACTOR_TYPE_SPHERE: {
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dir = safe_normalize(rel_vec);
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float d = length(local_pos) / attractors[i].extents.x;
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if (d > 1.0) {
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continue;
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}
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amount = max(0.0, 1.0 - d);
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} break;
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case ATTRACTOR_TYPE_BOX: {
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dir = safe_normalize(rel_vec);
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if (attractors[i].type == ATTRACTOR_TYPE_SPHERE) {
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dir = safe_normalize(rel_vec);
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float d = length(local_pos) / attractors[i].extents.x;
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if (d > 1.0) {
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continue;
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}
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amount = max(0.0, 1.0 - d);
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} else if (attractors[i].type == ATTRACTOR_TYPE_BOX) {
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dir = safe_normalize(rel_vec);
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vec3 abs_pos = abs(local_pos / attractors[i].extents.xyz);
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float d = max(abs_pos.x, max(abs_pos.y, abs_pos.z));
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if (d > 1.0) {
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continue;
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}
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amount = max(0.0, 1.0 - d);
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} break;
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case ATTRACTOR_TYPE_VECTOR_FIELD: {
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} break;
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vec3 abs_pos = abs(local_pos / attractors[i].extents.xyz);
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float d = max(abs_pos.x, max(abs_pos.y, abs_pos.z));
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if (d > 1.0) {
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continue;
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}
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amount = max(0.0, 1.0 - d);
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} else if (attractors[i].type == ATTRACTOR_TYPE_VECTOR_FIELD) {
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}
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amount = pow(amount, attractors[i].attenuation);
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dir = safe_normalize(mix(dir, attractors[i].transform[2].xyz, attractors[i].directionality));
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@ -383,80 +378,72 @@ void main() {
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vec3 rel_vec = xform[3].xyz - colliders[i].transform[3].xyz;
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vec3 local_pos = rel_vec * mat3(colliders[i].transform);
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switch (colliders[i].type) {
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case COLLIDER_TYPE_SPHERE: {
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float d = length(rel_vec) - (particle_size + colliders[i].extents.x);
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if (colliders[i].type == COLLIDER_TYPE_SPHERE) {
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float d = length(rel_vec) - (particle_size + colliders[i].extents.x);
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if (d < 0.0) {
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if (d < 0.0) {
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col = true;
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depth = -d;
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normal = normalize(rel_vec);
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}
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} else if (colliders[i].type == COLLIDER_TYPE_BOX) {
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vec3 abs_pos = abs(local_pos);
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vec3 sgn_pos = sign(local_pos);
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if (any(greaterThan(abs_pos, colliders[i].extents.xyz))) {
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//point outside box
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vec3 closest = min(abs_pos, colliders[i].extents.xyz);
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vec3 rel = abs_pos - closest;
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depth = length(rel) - particle_size;
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if (depth < 0.0) {
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col = true;
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depth = -d;
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normal = normalize(rel_vec);
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normal = mat3(colliders[i].transform) * (normalize(rel) * sgn_pos);
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depth = -depth;
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}
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} break;
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case COLLIDER_TYPE_BOX: {
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vec3 abs_pos = abs(local_pos);
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vec3 sgn_pos = sign(local_pos);
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if (any(greaterThan(abs_pos, colliders[i].extents.xyz))) {
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//point outside box
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vec3 closest = min(abs_pos, colliders[i].extents.xyz);
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vec3 rel = abs_pos - closest;
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depth = length(rel) - particle_size;
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if (depth < 0.0) {
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col = true;
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normal = mat3(colliders[i].transform) * (normalize(rel) * sgn_pos);
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depth = -depth;
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}
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} else {
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//point inside box
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vec3 axis_len = colliders[i].extents.xyz - abs_pos;
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// there has to be a faster way to do this?
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if (all(lessThan(axis_len.xx, axis_len.yz))) {
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normal = vec3(1, 0, 0);
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} else if (all(lessThan(axis_len.yy, axis_len.xz))) {
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normal = vec3(0, 1, 0);
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} else {
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//point inside box
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vec3 axis_len = colliders[i].extents.xyz - abs_pos;
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// there has to be a faster way to do this?
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if (all(lessThan(axis_len.xx, axis_len.yz))) {
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normal = vec3(1, 0, 0);
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} else if (all(lessThan(axis_len.yy, axis_len.xz))) {
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normal = vec3(0, 1, 0);
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} else {
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normal = vec3(0, 0, 1);
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}
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col = true;
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depth = dot(normal * axis_len, vec3(1)) + particle_size;
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normal = mat3(colliders[i].transform) * (normal * sgn_pos);
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normal = vec3(0, 0, 1);
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}
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} break;
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case COLLIDER_TYPE_SDF: {
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} break;
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case COLLIDER_TYPE_HEIGHT_FIELD: {
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vec3 local_pos_bottom = local_pos;
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local_pos_bottom.y -= particle_size;
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col = true;
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depth = dot(normal * axis_len, vec3(1)) + particle_size;
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normal = mat3(colliders[i].transform) * (normal * sgn_pos);
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}
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} else if (colliders[i].type == COLLIDER_TYPE_SDF) {
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} else if (colliders[i].type == COLLIDER_TYPE_HEIGHT_FIELD) {
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vec3 local_pos_bottom = local_pos;
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local_pos_bottom.y -= particle_size;
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if (any(greaterThan(abs(local_pos_bottom), colliders[i].extents.xyz))) {
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continue;
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}
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const float DELTA = 1.0 / 8192.0;
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if (any(greaterThan(abs(local_pos_bottom), colliders[i].extents.xyz))) {
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continue;
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}
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const float DELTA = 1.0 / 8192.0;
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vec3 uvw_pos = vec3(local_pos_bottom / colliders[i].extents.xyz) * 0.5 + 0.5;
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vec3 uvw_pos = vec3(local_pos_bottom / colliders[i].extents.xyz) * 0.5 + 0.5;
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float y = 1.0 - texture(height_field_texture, uvw_pos.xz).r;
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float y = 1.0 - texture(height_field_texture, uvw_pos.xz).r;
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if (y > uvw_pos.y) {
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//inside heightfield
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if (y > uvw_pos.y) {
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//inside heightfield
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vec3 pos1 = (vec3(uvw_pos.x, y, uvw_pos.z) * 2.0 - 1.0) * colliders[i].extents.xyz;
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vec3 pos2 = (vec3(uvw_pos.x + DELTA, 1.0 - texture(height_field_texture, uvw_pos.xz + vec2(DELTA, 0)).r, uvw_pos.z) * 2.0 - 1.0) * colliders[i].extents.xyz;
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vec3 pos3 = (vec3(uvw_pos.x, 1.0 - texture(height_field_texture, uvw_pos.xz + vec2(0, DELTA)).r, uvw_pos.z + DELTA) * 2.0 - 1.0) * colliders[i].extents.xyz;
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vec3 pos1 = (vec3(uvw_pos.x, y, uvw_pos.z) * 2.0 - 1.0) * colliders[i].extents.xyz;
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vec3 pos2 = (vec3(uvw_pos.x + DELTA, 1.0 - texture(height_field_texture, uvw_pos.xz + vec2(DELTA, 0)).r, uvw_pos.z) * 2.0 - 1.0) * colliders[i].extents.xyz;
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vec3 pos3 = (vec3(uvw_pos.x, 1.0 - texture(height_field_texture, uvw_pos.xz + vec2(0, DELTA)).r, uvw_pos.z + DELTA) * 2.0 - 1.0) * colliders[i].extents.xyz;
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normal = normalize(cross(pos1 - pos2, pos1 - pos3));
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float local_y = (vec3(local_pos / colliders[i].extents.xyz) * 0.5 + 0.5).y;
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normal = normalize(cross(pos1 - pos2, pos1 - pos3));
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float local_y = (vec3(local_pos / colliders[i].extents.xyz) * 0.5 + 0.5).y;
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col = true;
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depth = dot(normal, pos1) - dot(normal, local_pos_bottom);
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}
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} break;
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col = true;
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depth = dot(normal, pos1) - dot(normal, local_pos_bottom);
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}
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}
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if (col) {
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