Fix zero scale in particle shader
Fixes the lower bounding of scale when given zero input. The previous bug was due to `sign` returning 0 with 0.0 input, rather than 1.
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1 changed files with 7 additions and 1 deletions
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@ -659,8 +659,14 @@ void ParticlesMaterial::_update_shader() {
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}
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}
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//scale by scale
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//scale by scale
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code += " float base_scale = tex_scale * mix(scale, 1.0, scale_random * scale_rand);\n";
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code += " float base_scale = tex_scale * mix(scale, 1.0, scale_random * scale_rand);\n";
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// Prevent zero scale (which can cause rendering issues).
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// Prevent zero scale (which can cause rendering issues).
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code += " base_scale = sign(base_scale) * max(abs(base_scale), 0.000001);\n";
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code += " if (base_scale >= 0.0) {\n";
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code += " base_scale = max(base_scale, 0.000001);\n";
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code += " } else {\n";
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code += " base_scale = min(base_scale, -0.000001);\n";
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code += " }\n";
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if (trail_size_modifier.is_valid()) {
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if (trail_size_modifier.is_valid()) {
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code += " if (trail_divisor > 1) {\n";
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code += " if (trail_divisor > 1) {\n";
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code += " base_scale *= textureLod(trail_size_modifier, vec2(float(int(NUMBER) % trail_divisor) / float(trail_divisor - 1), 0.0), 0.0).r;\n";
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code += " base_scale *= textureLod(trail_size_modifier, vec2(float(int(NUMBER) % trail_divisor) / float(trail_divisor - 1), 0.0), 0.0).r;\n";
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