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@@ -642,7 +642,7 @@ void ParticlesMaterial::_update_shader() {
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code += " float angle1 = (rand_from_seed(alt_seed)*2.0-1.0)*spread/180.0*3.1416;\n";
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code += " vec3 rot = vec3( cos(angle1), sin(angle1),0.0 );\n";
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- code += " VELOCITY = (rot*initial_linear_velocity+rot*initial_linear_velocity_random*rand_from_seed(alt_seed));\n";
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+ code += " VELOCITY = rot*initial_linear_velocity*mix(1.0, rand_from_seed(alt_seed), initial_linear_velocity_random);\n";
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} else {
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//initiate velocity spread in 3D
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@@ -650,7 +650,7 @@ void ParticlesMaterial::_update_shader() {
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code += " float angle2 = rand_from_seed(alt_seed)*20.0*3.1416; // make it more random like\n";
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code += " vec3 rot_xz = vec3( sin(angle1), 0.0, cos(angle1) );\n";
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code += " vec3 rot = vec3( cos(angle2)*rot_xz.x,sin(angle2)*rot_xz.x, rot_xz.z);\n";
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- code += " VELOCITY = (rot*initial_linear_velocity+rot*initial_linear_velocity_random*rand_from_seed(alt_seed));\n";
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+ code += " VELOCITY = rot*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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