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-rw-r--r--scene/3d/cpu_particles_3d.cpp4
-rw-r--r--scene/resources/particle_process_material.cpp4
2 files changed, 4 insertions, 4 deletions
diff --git a/scene/3d/cpu_particles_3d.cpp b/scene/3d/cpu_particles_3d.cpp
index e7b6aa1dba..0dc9834539 100644
--- a/scene/3d/cpu_particles_3d.cpp
+++ b/scene/3d/cpu_particles_3d.cpp
@@ -881,9 +881,9 @@ void CPUParticles3D::_particles_process(double p_delta) {
case EMISSION_SHAPE_RING: {
real_t ring_random_angle = Math::randf() * Math_TAU;
real_t ring_random_radius = Math::randf() * (emission_ring_radius - emission_ring_inner_radius) + emission_ring_inner_radius;
- Vector3 axis = emission_ring_axis.normalized();
+ 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 == Vector3(1.0, 0.0, 0.0)) {
+ if (axis.abs() == Vector3(1.0, 0.0, 0.0)) {
ortho_axis = Vector3(0.0, 1.0, 0.0).cross(axis);
} else {
ortho_axis = Vector3(1.0, 0.0, 0.0).cross(axis);
diff --git a/scene/resources/particle_process_material.cpp b/scene/resources/particle_process_material.cpp
index 5acb08de14..30b90841e3 100644
--- a/scene/resources/particle_process_material.cpp
+++ b/scene/resources/particle_process_material.cpp
@@ -635,9 +635,9 @@ void ParticleProcessMaterial::_update_shader() {
code += " \n";
code += " float ring_spawn_angle = rand_from_seed(alt_seed) * 2.0 * pi;\n";
code += " float ring_random_radius = rand_from_seed(alt_seed) * (emission_ring_radius - emission_ring_inner_radius) + emission_ring_inner_radius;\n";
- code += " vec3 axis = normalize(emission_ring_axis);\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 (axis == vec3(1.0, 0.0, 0.0)) {\n";
+ code += " if (abs(axis) == vec3(1.0, 0.0, 0.0)) {\n";
code += " ortho_axis = cross(axis, vec3(0.0, 1.0, 0.0));\n";
code += " } else {\n";
code += " ortho_axis = cross(axis, vec3(1.0, 0.0, 0.0));\n";