Use angle_rand to calculate base_angle in particles process material
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3 changed files with 6 additions and 6 deletions
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@ -722,12 +722,12 @@ void CPUParticles2D::_particles_process(double p_delta) {
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tex_linear_velocity = curve_parameters[PARAM_INITIAL_LINEAR_VELOCITY]->sample(0);
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}*/
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real_t tex_angle = 0.0;
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real_t tex_angle = 1.0;
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if (curve_parameters[PARAM_ANGLE].is_valid()) {
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tex_angle = curve_parameters[PARAM_ANGLE]->sample(tv);
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}
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real_t tex_anim_offset = 0.0;
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real_t tex_anim_offset = 1.0;
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if (curve_parameters[PARAM_ANGLE].is_valid()) {
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tex_anim_offset = curve_parameters[PARAM_ANGLE]->sample(tv);
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}
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@ -742,12 +742,12 @@ void CPUParticles3D::_particles_process(double p_delta) {
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tex_linear_velocity = curve_parameters[PARAM_INITIAL_LINEAR_VELOCITY]->sample(0);
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}*/
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real_t tex_angle = 0.0;
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real_t tex_angle = 1.0;
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if (curve_parameters[PARAM_ANGLE].is_valid()) {
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tex_angle = curve_parameters[PARAM_ANGLE]->sample(tv);
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}
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real_t tex_anim_offset = 0.0;
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real_t tex_anim_offset = 1.0;
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if (curve_parameters[PARAM_ANGLE].is_valid()) {
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tex_anim_offset = curve_parameters[PARAM_ANGLE]->sample(tv);
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}
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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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