Particles 2D and 3D - fix hue variation not working by transposing the hue matrix
The hue variation matrix is hardcoded as transposed and thus the multiplication always yielded the original color value. I wanted to keep the matrix and get the same result by switching the operands (getting a result as if the matrix was transposed).
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1 changed files with 2 additions and 2 deletions
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@ -849,9 +849,9 @@ void ParticlesMaterial::_update_shader() {
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code += " vec4(1.250, -1.050, -0.203, 0.0),\n";
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code += " vec4(0.000, 0.000, 0.000, 0.0)) * hue_rot_s;\n";
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if (color_ramp.is_valid()) {
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code += " COLOR = textureLod(color_ramp,vec2(CUSTOM.y,0.0),0.0) * hue_rot_mat;\n";
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code += " COLOR = hue_rot_mat * textureLod(color_ramp,vec2(CUSTOM.y,0.0),0.0);\n";
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} else {
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code += " COLOR = color_value * hue_rot_mat;\n";
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code += " COLOR = hue_rot_mat * color_value;\n";
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}
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if (emission_color_texture.is_valid() && emission_shape >= EMISSION_SHAPE_POINTS) {
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code += " COLOR*= texelFetch(emission_texture_color,emission_tex_ofs,0);\n";
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