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@@ -962,21 +962,22 @@ void ParticleProcessMaterial::_update_shader() {
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code += " {\n";
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code += " // copied from previous version\n";
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code += " if (physics_params.damping > 0.0) {\n";
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+ code += " float v = length(VELOCITY);\n";
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if (!particle_flags[PARTICLE_FLAG_DAMPING_AS_FRICTION]) {
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- code += " float v = length(VELOCITY);\n";
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+ code += " v -= physics_params.damping * DELTA;\n";
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+ } else {
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+ code += " if (v > 0.001) {\n";
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code += " // Realistic friction formula. We assume the mass of a particle to be 0.05kg.\n";
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code += " float damp = v * v * physics_params.damping * 0.05 * DELTA;\n";
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code += " v -= damp;\n";
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- code += " if (v < 0.0) {\n";
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- code += " VELOCITY = vec3(0.0);\n";
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- code += " } else {\n";
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- code += " VELOCITY = normalize(VELOCITY) * v;\n";
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- code += " }\n";
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- } else {
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- code += " if (length(VELOCITY) > 0.01){\n";
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- code += " VELOCITY -= normalize(VELOCITY) * length(VELOCITY) * (physics_params.damping) * DELTA;\n";
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- code += " }\n";
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+ code += " }\n";
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}
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+
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+ code += " if (v < 0.0) {\n";
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+ code += " VELOCITY = vec3(0.0);\n";
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+ code += " } else {\n";
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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 += " \n";
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code += " }\n";
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