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@@ -761,7 +761,7 @@ void ParticleProcessMaterial::_update_shader() {
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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 += " 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 += " 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.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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+ code += " CUSTOM.z = (tex_anim_offset) * mix(anim_offset_min, anim_offset_max, anim_offset_rand) + tv * tex_anim_speed * mix(anim_speed_min, anim_speed_max, rand_from_seed(alt_seed));\n"; // angle
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// apply color
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// apply color
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// apply hue rotation
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// apply hue rotation
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