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author | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2018-02-14 23:49:13 +0300 |
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committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2018-02-14 23:49:13 +0300 |
commit | e6386ed286f2e0d7a68772a24e7979b45c1c5ad7 (patch) | |
tree | 42f188bff5016f84f4e55c690bf1d134e5dc3cc4 /source/blender/gpu/intern | |
parent | 2464dcef37f1a52db3c8a05922c0475fd3bff238 (diff) | |
parent | b5fe00d1ac43c16ec8f74d3ad7689599dfb2ef00 (diff) |
Merge branch 'master' into blender2.8
Diffstat (limited to 'source/blender/gpu/intern')
-rw-r--r-- | source/blender/gpu/intern/gpu_draw.c | 4 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_material.c | 2 |
2 files changed, 4 insertions, 2 deletions
diff --git a/source/blender/gpu/intern/gpu_draw.c b/source/blender/gpu/intern/gpu_draw.c index ca569d68dee..2f52212cb22 100644 --- a/source/blender/gpu/intern/gpu_draw.c +++ b/source/blender/gpu/intern/gpu_draw.c @@ -1730,12 +1730,14 @@ static int gpu_get_particle_info(GPUParticleInfo *pi) if (ind >= 0) { ParticleData *p = &dob->particle_system->particles[ind]; - pi->scalprops[0] = BLI_hash_int_01(ind); + pi->scalprops[0] = ind; pi->scalprops[1] = GMS.gscene->r.cfra - p->time; pi->scalprops[2] = p->lifetime; pi->scalprops[3] = p->size; copy_v3_v3(pi->location, p->state.co); + pi->location[3] = BLI_hash_int_01(ind); + copy_v3_v3(pi->velocity, p->state.vel); copy_v3_v3(pi->angular_velocity, p->state.ave); return 1; diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c index 4efb8ca07b2..2d7b9415030 100644 --- a/source/blender/gpu/intern/gpu_material.c +++ b/source/blender/gpu/intern/gpu_material.c @@ -417,7 +417,7 @@ void GPU_material_bind_uniforms( GPU_shader_uniform_vector(shader, material->partscalarpropsloc, 4, 1, pi->scalprops); } if (material->builtins & GPU_PARTICLE_LOCATION) { - GPU_shader_uniform_vector(shader, material->partcoloc, 3, 1, pi->location); + GPU_shader_uniform_vector(shader, material->partcoloc, 4, 1, pi->location); } if (material->builtins & GPU_PARTICLE_VELOCITY) { GPU_shader_uniform_vector(shader, material->partvel, 3, 1, pi->velocity); |