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4 changes: 2 additions & 2 deletions src/scene/particle-system/cpu-updater.js
Original file line number Diff line number Diff line change
Expand Up @@ -141,7 +141,7 @@ class ParticleCPUUpdater {
const a2 = 1.0;
particleTex[i * particleTexChannels + 3 + emitter.numParticlesPot * particleTexChannels * 2] = a2;

const maxNegLife = Math.max(emitter.lifetime, (emitter.numParticles - 1.0) * (Math.max(emitter.rate, emitter.rate2)));
const maxNegLife = Math.max(emitter.lifetime, emitter.numParticles * (Math.max(emitter.rate, emitter.rate2)));
const maxPosLife = emitter.lifetime + 1.0;
startSpawnTime = (startSpawnTime + maxNegLife) / (maxNegLife + maxPosLife);
const rgba3 = encodeFloatRGBA(startSpawnTime);
Expand Down Expand Up @@ -396,7 +396,7 @@ class ParticleCPUUpdater {
// respawn particle by moving it's life back to zero.
// OR below zero, if there are still unspawned particles to be emitted before this one.
// such thing happens when you have an enormous amount of particles with short lifetime.
life -= Math.max(particleLifetime, (emitter.numParticles - 1) * particleRate);
life -= Math.max(particleLifetime, emitter.numParticles * particleRate);

// dead particles in a single-shot system continue their paths, but marked as invisible.
// it is necessary for keeping correct separation between particles, based on emission rate.
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -35,7 +35,7 @@ void readInput(float uv) {
inShow = tex2.a > 0.5;

inLife = decodeFloatRGBA(tex3);
float maxNegLife = max(lifetime, (numParticles - 1.0) * (rate+rateDiv));
float maxNegLife = max(lifetime, numParticles * (rate+rateDiv));
float maxPosLife = lifetime+1.0;
inLife = inLife * (maxNegLife + maxPosLife) - maxNegLife;
}
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -22,7 +22,7 @@ void writeOutput() {

outVel = (outVel / maxVel) + vec3(0.5); // TODO: mul

float maxNegLife = max(lifetime, (numParticles - 1.0) * (rate+rateDiv));
float maxNegLife = max(lifetime, numParticles * (rate+rateDiv));
float maxPosLife = lifetime+1.0;
outLife = (outLife + maxNegLife) / (maxNegLife + maxPosLife);

Expand Down
Original file line number Diff line number Diff line change
@@ -1,6 +1,6 @@
export default /* glsl */`
if (outLife >= lifetime) {
outLife -= max(lifetime, (numParticles - 1.0) * particleRate);
outLife -= max(lifetime, numParticles * particleRate);
visMode = -1.0;
}
`;
Original file line number Diff line number Diff line change
@@ -1,6 +1,6 @@
export default /* glsl */`
if (outLife >= lifetime) {
outLife -= max(lifetime, (numParticles - 1.0) * particleRate);
outLife -= max(lifetime, numParticles * particleRate);
visMode = 1.0;
}
visMode = outLife < 0.0? 1.0: visMode;
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -40,7 +40,7 @@ fn readInput(uv: f32) {
inShow = tex2.a > 0.5;

let life_decoded = decodeFloatRGBA(tex3);
let maxNegLife = max(uniform.lifetime, (uniform.numParticles - 1.0) * (uniform.rate + uniform.rateDiv));
let maxNegLife = max(uniform.lifetime, uniform.numParticles * (uniform.rate + uniform.rateDiv));
let maxPosLife = uniform.lifetime + 1.0;
inLife = life_decoded * (maxNegLife + maxPosLife) - maxNegLife;
}`;
Original file line number Diff line number Diff line change
Expand Up @@ -23,7 +23,7 @@ fn getOutput() -> vec4f {

outVel = (outVel / uniform.maxVel) + vec3f(0.5); // TODO: mul

let maxNegLife = max(uniform.lifetime, (uniform.numParticles - 1.0) * (uniform.rate + uniform.rateDiv));
let maxNegLife = max(uniform.lifetime, uniform.numParticles * (uniform.rate + uniform.rateDiv));
let maxPosLife = uniform.lifetime + 1.0;
outLife = (outLife + maxNegLife) / (maxNegLife + maxPosLife);

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Original file line number Diff line number Diff line change
@@ -1,6 +1,6 @@
export default /* wgsl */`
if (outLife >= uniform.lifetime) {
outLife = outLife - max(uniform.lifetime, (uniform.numParticles - 1.0) * particleRate);
outLife = outLife - max(uniform.lifetime, uniform.numParticles * particleRate);
visMode = -1.0;
}
`;
Original file line number Diff line number Diff line change
@@ -1,6 +1,6 @@
export default /* wgsl */`
if (outLife >= uniform.lifetime) {
let subtractAmount = max(uniform.lifetime, (uniform.numParticles - 1.0) * particleRate);
let subtractAmount = max(uniform.lifetime, uniform.numParticles * particleRate);
outLife = outLife - subtractAmount;
visMode = 1.0;
}
Expand Down