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Use angle_rand to calculate base_angle in particles process material
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@@ -419,7 +419,7 @@ void ParticleProcessMaterial::_update_shader() {
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if (tex_parameters[PARAM_ANGLE].is_valid()) {
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code += " float tex_angle = textureLod(angle_texture, vec2(0.0, 0.0), 0.0).r;\n";
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} else {
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code += " float tex_angle = 0.0;\n";
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code += " float tex_angle = 1.0;\n";
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}
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if (tex_parameters[PARAM_ANIM_OFFSET].is_valid()) {
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@@ -737,7 +737,7 @@ void ParticleProcessMaterial::_update_shader() {
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code += " VELOCITY = normalize(VELOCITY) * v;\n";
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code += " }\n";
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code += " }\n";
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code += " float base_angle = (tex_angle) * mix(initial_angle_min, initial_angle_max, rand_from_seed(alt_seed));\n";
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code += " float base_angle = (tex_angle) * mix(initial_angle_min, initial_angle_max, angle_rand);\n";
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code += " base_angle += CUSTOM.y * LIFETIME * (tex_angular_velocity) * mix(angular_velocity_min,angular_velocity_max, rand_from_seed(alt_seed));\n";
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code += " CUSTOM.x = base_angle * degree_to_rad;\n"; // angle
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code += " CUSTOM.z = (tex_anim_offset) * mix(anim_offset_min, anim_offset_max, rand_from_seed(alt_seed)) + tv * tex_anim_speed * mix(anim_speed_min, anim_speed_max, rand_from_seed(alt_seed));\n"; // angle
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