Fix particles' tangential acceleration randomness
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19b1ff0fc5
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7d517d4a71
1 changed files with 2 additions and 2 deletions
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@ -761,11 +761,11 @@ void ParticlesMaterial::_update_shader() {
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code += " force += length(diff) > 0.0 ? normalize(diff) * (radial_accel+tex_radial_accel)*mix(1.0,rand_from_seed(alt_seed),radial_accel_random) : vec3(0.0);\n";
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code += " //apply tangential acceleration;\n";
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if (flags[FLAG_DISABLE_Z]) {
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code += " force += length(diff.yx) > 0.0 ? vec3(normalize(diff.yx * vec2(-1.0,1.0)),0.0) * ((tangent_accel+tex_tangent_accel)*mix(1.0,rand_from_seed(alt_seed),radial_accel_random)) : vec3(0.0);\n";
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code += " force += length(diff.yx) > 0.0 ? vec3(normalize(diff.yx * vec2(-1.0,1.0)),0.0) * ((tangent_accel+tex_tangent_accel)*mix(1.0,rand_from_seed(alt_seed),tangent_accel_random)) : vec3(0.0);\n";
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} else {
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code += " vec3 crossDiff = cross(normalize(diff),normalize(gravity));\n";
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code += " force += length(crossDiff) > 0.0 ? normalize(crossDiff) * ((tangent_accel+tex_tangent_accel)*mix(1.0,rand_from_seed(alt_seed),radial_accel_random)) : vec3(0.0);\n";
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code += " force += length(crossDiff) > 0.0 ? normalize(crossDiff) * ((tangent_accel+tex_tangent_accel)*mix(1.0,rand_from_seed(alt_seed),tangent_accel_random)) : vec3(0.0);\n";
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}
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code += " //apply attractor forces\n";
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code += " VELOCITY += force * DELTA;\n";
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