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Translate inactive particles to -INF
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@ -44,8 +44,12 @@ uniform highp mat4 inv_emission_transform;
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#define PARTICLE_FLAG_ACTIVE uint(1)
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#define FLT_MAX float(3.402823466e+38)
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void main() {
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mat4 txform = mat4(vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0)); // zero scale, becomes invisible.
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// Set scale to zero and translate to -INF so particle will be invisible
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// even for materials that ignore rotation/scale (i.e. billboards).
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mat4 txform = mat4(vec4(0.0), vec4(0.0), vec4(0.0), vec4(-FLT_MAX, -FLT_MAX, -FLT_MAX, 0.0));
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if (bool(floatBitsToUint(velocity_flags.w) & PARTICLE_FLAG_ACTIVE)) {
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#ifdef MODE_3D
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txform = transpose(mat4(xform_1, xform_2, xform_3, vec4(0.0, 0.0, 0.0, 1.0)));
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@ -102,9 +106,8 @@ void main() {
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// as they will be drawn with the node position as origin.
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txform = inv_emission_transform * txform;
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#endif
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txform = transpose(txform);
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}
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txform = transpose(txform);
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instance_color_custom_data = uvec4(packHalf2x16(color.xy), packHalf2x16(color.zw), packHalf2x16(custom.xy), packHalf2x16(custom.zw));
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out_xform_1 = txform[0];
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@ -206,11 +206,12 @@ void main() {
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// as they will be drawn with the node position as origin.
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txform = params.inv_emission_transform * txform;
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}
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txform = transpose(txform);
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} else {
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txform = mat4(vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0)); //zero scale, becomes invisible
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// Set scale to zero and translate to -INF so particle will be invisible
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// even for materials that ignore rotation/scale (i.e. billboards).
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txform = mat4(vec4(0.0), vec4(0.0), vec4(0.0), vec4(-1.0 / 0.0, -1.0 / 0.0, -1.0 / 0.0, 0.0));
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}
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txform = transpose(txform);
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if (params.copy_mode_2d) {
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uint write_offset = gl_GlobalInvocationID.x * (2 + 1 + 1); //xform + color + custom
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