diff --git a/scene/resources/particle_process_material.cpp b/scene/resources/particle_process_material.cpp index 745c71626c25..72d38ec8ce1b 100644 --- a/scene/resources/particle_process_material.cpp +++ b/scene/resources/particle_process_material.cpp @@ -683,11 +683,13 @@ void ParticleProcessMaterial::_update_shader() { code += " pos.z = 0.0;\n"; } code += " // apply linear acceleration\n"; - code += " force += length(VELOCITY) > 0.0 ? normalize(VELOCITY) * tex_linear_accel * mix(linear_accel_min, linear_accel_max, rand_from_seed(alt_seed)) : vec3(0.0);\n"; + code += " float linear_accel_rand = rand_from_seed(alt_seed);\n"; + code += " force += length(VELOCITY) > 0.0 ? normalize(VELOCITY) * tex_linear_accel * mix(linear_accel_min, linear_accel_max, linear_accel_rand) : vec3(0.0);\n"; code += " // apply radial acceleration\n"; code += " vec3 org = EMISSION_TRANSFORM[3].xyz;\n"; code += " vec3 diff = pos - org;\n"; - code += " force += length(diff) > 0.0 ? normalize(diff) * tex_radial_accel * mix(radial_accel_min, radial_accel_max, rand_from_seed(alt_seed)) : vec3(0.0);\n"; + code += " float radial_accel_rand = rand_from_seed(alt_seed);\n"; + code += " force += length(diff) > 0.0 ? normalize(diff) * tex_radial_accel * mix(radial_accel_min, radial_accel_max, radial_accel_rand) : vec3(0.0);\n"; code += " // apply tangential acceleration;\n"; code += " float tangent_accel_val = tex_tangent_accel * mix(tangent_accel_min, tangent_accel_max, rand_from_seed(alt_seed));\n"; if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) {