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Fix sqrt application for radius in particle ring emission

This commit is contained in:
Kasper Arnklit Frandsen
2024-05-02 10:19:10 +01:00
parent f91db3dc58
commit 94eefe168a
2 changed files with 2 additions and 2 deletions

View File

@@ -634,7 +634,7 @@ void ParticleProcessMaterial::_update_shader() {
if (emission_shape == EMISSION_SHAPE_RING) {
code += " \n";
code += " float ring_spawn_angle = rand_from_seed(alt_seed) * 2.0 * pi;\n";
code += " float ring_random_radius = sqrt(rand_from_seed(alt_seed) * (emission_ring_radius - emission_ring_inner_radius * emission_ring_inner_radius) + emission_ring_inner_radius * emission_ring_inner_radius);\n";
code += " float ring_random_radius = sqrt(rand_from_seed(alt_seed) * (emission_ring_radius * emission_ring_radius - emission_ring_inner_radius * emission_ring_inner_radius) + emission_ring_inner_radius * emission_ring_inner_radius);\n";
code += " vec3 axis = emission_ring_axis == vec3(0.0) ? vec3(0.0, 0.0, 1.0) : normalize(emission_ring_axis);\n";
code += " vec3 ortho_axis = vec3(0.0);\n";
code += " if (abs(axis) == vec3(1.0, 0.0, 0.0)) {\n";