Translate inactive particles to -INF

This commit is contained in:
Erik Johnson 2023-03-20 20:40:13 -04:00
parent 5860b02b63
commit 6229c2a1f9
2 changed files with 10 additions and 6 deletions

View file

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

View file

@ -206,11 +206,12 @@ void main() {
// as they will be drawn with the node position as origin. // as they will be drawn with the node position as origin.
txform = params.inv_emission_transform * txform; txform = params.inv_emission_transform * txform;
} }
txform = transpose(txform);
} else { } else {
txform = mat4(vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0)); //zero scale, becomes invisible // Set scale to zero and translate to -INF so particle will be invisible
// even for materials that ignore rotation/scale (i.e. billboards).
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));
} }
txform = transpose(txform);
if (params.copy_mode_2d) { if (params.copy_mode_2d) {
uint write_offset = gl_GlobalInvocationID.x * (2 + 1 + 1); //xform + color + custom uint write_offset = gl_GlobalInvocationID.x * (2 + 1 + 1); //xform + color + custom