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-rw-r--r--scene/resources/particle_process_material.cpp10
1 files changed, 8 insertions, 2 deletions
diff --git a/scene/resources/particle_process_material.cpp b/scene/resources/particle_process_material.cpp
index afac6460dd..39351b0513 100644
--- a/scene/resources/particle_process_material.cpp
+++ b/scene/resources/particle_process_material.cpp
@@ -497,14 +497,20 @@ void ParticleProcessMaterial::_update_shader() {
code += " CUSTOM.x = base_angle * degree_to_rad;\n"; // angle
code += " CUSTOM.y = 0.0;\n"; // phase
code += " CUSTOM.w = (1.0 - lifetime_randomness * rand_from_seed(alt_seed));\n";
- code += " CUSTOM.z = (tex_anim_offset) * mix(anim_offset_min, anim_offset_max, anim_offset_rand);\n"; // animation offset (0-1)
+ code += " CUSTOM.z = (tex_anim_offset) * mix(anim_offset_min, anim_offset_max, anim_offset_rand);\n\n"; // animation offset (0-1)
+
+ code += " if (RESTART_ROT_SCALE) {\n";
+ code += " TRANSFORM[0].xyz = vec3(1.0, 0.0, 0.0);\n";
+ code += " TRANSFORM[1].xyz = vec3(0.0, 1.0, 0.0);\n";
+ code += " TRANSFORM[2].xyz = vec3(0.0, 0.0, 1.0);\n";
+ code += " }\n\n";
code += " if (RESTART_POSITION) {\n";
switch (emission_shape) {
case EMISSION_SHAPE_POINT: {
//do none, identity (will later be multiplied by emission transform)
- code += " TRANSFORM = mat4(vec4(1,0,0,0),vec4(0,1,0,0),vec4(0,0,1,0),vec4(0,0,0,1));\n";
+ code += " TRANSFORM[3].xyz = vec3(0.0, 0.0, 0.0);\n";
} break;
case EMISSION_SHAPE_SPHERE: {
code += " float s = rand_from_seed(alt_seed) * 2.0 - 1.0;\n";