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@@ -331,14 +331,21 @@ void ParticlesMaterial::_update_shader() {
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//initiate velocity spread in 3D
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code += " float angle1_rad = rand_from_seed_m1_p1(alt_seed) * spread_rad;\n";
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code += " float angle2_rad = rand_from_seed_m1_p1(alt_seed) * spread_rad * (1.0 - flatness);\n";
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- code += " angle1_rad += direction.z != 0.0 ? atan(direction.x, direction.z) : sign(direction.x) * (pi / 2.0);\n";
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- code += " angle2_rad += direction.z != 0.0 ? atan(direction.y, abs(direction.z)) : (direction.x != 0.0 ? atan(direction.y, abs(direction.x)) : sign(direction.y) * (pi / 2.0));\n";
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code += " vec3 direction_xz = vec3(sin(angle1_rad), 0.0, cos(angle1_rad));\n";
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code += " vec3 direction_yz = vec3(0.0, sin(angle2_rad), cos(angle2_rad));\n";
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code += " direction_yz.z = direction_yz.z / max(0.0001,sqrt(abs(direction_yz.z))); // better uniform distribution\n";
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- code += " vec3 vec_direction = vec3(direction_xz.x * direction_yz.z, direction_yz.y, direction_xz.z * direction_yz.z);\n";
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- code += " vec_direction = normalize(vec_direction);\n";
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- code += " VELOCITY = vec_direction * initial_linear_velocity * mix(1.0, rand_from_seed(alt_seed), initial_linear_velocity_random);\n";
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+ code += " vec3 spread_direction = vec3(direction_xz.x * direction_yz.z, direction_yz.y, direction_xz.z * direction_yz.z);\n";
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+ code += " vec3 direction_nrm = normalize(direction);\n";
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+ code += " // rotate spread to direction\n";
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+ code += " vec3 binormal = cross(vec3(0.0, 1.0, 0.0), direction_nrm);\n";
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+ code += " if (length(binormal) < 0.0001) {\n";
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+ code += " // direction is parallel to Y. Choose Z as the binormal.\n";
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+ code += " binormal = vec3(0.0, 0.0, 1.0);\n";
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+ code += " }\n";
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+ code += " binormal = normalize(binormal);\n";
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+ code += " vec3 normal = cross(binormal, direction_nrm);\n";
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+ code += " spread_direction = binormal * spread_direction.x + normal * spread_direction.y + direction_nrm * spread_direction.z;\n";
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+ code += " VELOCITY = spread_direction * initial_linear_velocity * mix(1.0, rand_from_seed(alt_seed), initial_linear_velocity_random);\n";
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}
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code += " float base_angle = (initial_angle + tex_angle) * mix(1.0, angle_rand, initial_angle_random);\n";
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