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authorKasper Arnklit Frandsen <kasper.arnklit@gmail.com>2024-05-02 10:19:10 +0100
committerKasper Arnklit Frandsen <kasper.arnklit@gmail.com>2024-05-14 12:22:21 +0100
commit94eefe168a2149f41bf9a2f3e4885f27de38f519 (patch)
treef9d699e7fd911968bcd1140611b19f1ed509cbf8
parentf91db3dc58f1d6a0cb63d591515183b5a45cd3ba (diff)
downloadredot-engine-94eefe168a2149f41bf9a2f3e4885f27de38f519.tar.gz
Fix sqrt application for radius in particle ring emission
-rw-r--r--scene/3d/cpu_particles_3d.cpp2
-rw-r--r--scene/resources/particle_process_material.cpp2
2 files changed, 2 insertions, 2 deletions
diff --git a/scene/3d/cpu_particles_3d.cpp b/scene/3d/cpu_particles_3d.cpp
index db7b80683c..de27cd31c6 100644
--- a/scene/3d/cpu_particles_3d.cpp
+++ b/scene/3d/cpu_particles_3d.cpp
@@ -880,7 +880,7 @@ void CPUParticles3D::_particles_process(double p_delta) {
} break;
case EMISSION_SHAPE_RING: {
real_t ring_random_angle = Math::randf() * Math_TAU;
- real_t ring_random_radius = Math::sqrt(Math::randf() * (emission_ring_radius - emission_ring_inner_radius * emission_ring_inner_radius) + emission_ring_inner_radius * emission_ring_inner_radius);
+ real_t ring_random_radius = Math::sqrt(Math::randf() * (emission_ring_radius * emission_ring_radius - emission_ring_inner_radius * emission_ring_inner_radius) + emission_ring_inner_radius * emission_ring_inner_radius);
Vector3 axis = emission_ring_axis == Vector3(0.0, 0.0, 0.0) ? Vector3(0.0, 0.0, 1.0) : emission_ring_axis.normalized();
Vector3 ortho_axis;
if (axis.abs() == Vector3(1.0, 0.0, 0.0)) {
diff --git a/scene/resources/particle_process_material.cpp b/scene/resources/particle_process_material.cpp
index 0b65b33240..1c3901815b 100644
--- a/scene/resources/particle_process_material.cpp
+++ b/scene/resources/particle_process_material.cpp
@@ -634,7 +634,7 @@ void ParticleProcessMaterial::_update_shader() {
if (emission_shape == EMISSION_SHAPE_RING) {
code += " \n";
code += " float ring_spawn_angle = rand_from_seed(alt_seed) * 2.0 * pi;\n";
- code += " float ring_random_radius = sqrt(rand_from_seed(alt_seed) * (emission_ring_radius - emission_ring_inner_radius * emission_ring_inner_radius) + emission_ring_inner_radius * emission_ring_inner_radius);\n";
+ code += " float ring_random_radius = sqrt(rand_from_seed(alt_seed) * (emission_ring_radius * emission_ring_radius - emission_ring_inner_radius * emission_ring_inner_radius) + emission_ring_inner_radius * emission_ring_inner_radius);\n";
code += " vec3 axis = emission_ring_axis == vec3(0.0) ? vec3(0.0, 0.0, 1.0) : normalize(emission_ring_axis);\n";
code += " vec3 ortho_axis = vec3(0.0);\n";
code += " if (abs(axis) == vec3(1.0, 0.0, 0.0)) {\n";