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.
This commit is contained in:
lawnjelly 2023-09-19 08:11:06 +01:00
parent 501517a97d
commit 1f4a6e43df

View file

@ -659,8 +659,14 @@ void ParticlesMaterial::_update_shader() {
} }
//scale by scale //scale by scale
code += " float base_scale = tex_scale * mix(scale, 1.0, scale_random * scale_rand);\n"; code += " float base_scale = tex_scale * mix(scale, 1.0, scale_random * scale_rand);\n";
// Prevent zero scale (which can cause rendering issues). // Prevent zero scale (which can cause rendering issues).
code += " base_scale = sign(base_scale) * max(abs(base_scale), 0.000001);\n"; code += " if (base_scale >= 0.0) {\n";
code += " base_scale = max(base_scale, 0.000001);\n";
code += " } else {\n";
code += " base_scale = min(base_scale, -0.000001);\n";
code += " }\n";
if (trail_size_modifier.is_valid()) { if (trail_size_modifier.is_valid()) {
code += " if (trail_divisor > 1) {\n"; code += " if (trail_divisor > 1) {\n";
code += " base_scale *= textureLod(trail_size_modifier, vec2(float(int(NUMBER) % trail_divisor) / float(trail_divisor - 1), 0.0), 0.0).r;\n"; code += " base_scale *= textureLod(trail_size_modifier, vec2(float(int(NUMBER) % trail_divisor) / float(trail_divisor - 1), 0.0), 0.0).r;\n";