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@@ -166,20 +166,10 @@ void CPUParticles2D::_update_mesh_texture() {
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vertices.push_back(-tex_size * 0.5 + Vector2(tex_size.x, tex_size.y));
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vertices.push_back(-tex_size * 0.5 + Vector2(0, tex_size.y));
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PoolVector<Vector2> uvs;
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- AtlasTexture *at = Object::cast_to<AtlasTexture>(*texture);
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- if (!at) {
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- uvs.push_back(Vector2(0, 0));
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- uvs.push_back(Vector2(1, 0));
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- uvs.push_back(Vector2(1, 1));
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- uvs.push_back(Vector2(0, 1));
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- } else {
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- Rect2 region_rect = at->get_region();
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- Size2 atlas_size = at->get_atlas()->get_size();
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- uvs.push_back(Vector2(region_rect.position.x / atlas_size.x, region_rect.position.y / atlas_size.y));
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- uvs.push_back(Vector2((region_rect.position.x + region_rect.size.x) / atlas_size.x, region_rect.position.y / atlas_size.y));
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- uvs.push_back(Vector2((region_rect.position.x + region_rect.size.x) / atlas_size.x, (region_rect.position.y + region_rect.size.y) / atlas_size.y));
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- uvs.push_back(Vector2(region_rect.position.x / atlas_size.x, (region_rect.position.y + region_rect.size.y) / atlas_size.y));
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- }
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+ uvs.push_back(Vector2(0, 0));
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+ uvs.push_back(Vector2(1, 0));
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+ uvs.push_back(Vector2(1, 1));
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+ uvs.push_back(Vector2(0, 1));
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PoolVector<Color> colors;
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colors.push_back(Color(1, 1, 1, 1));
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colors.push_back(Color(1, 1, 1, 1));
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