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author | RĂ©mi Verschelde <remi@verschelde.fr> | 2021-04-28 17:09:17 +0200 |
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committer | GitHub <noreply@github.com> | 2021-04-28 17:09:17 +0200 |
commit | 7e0a42a673edbc4a7a314aa92b6fe0c6ea928c4c (patch) | |
tree | 3160c7f810d08eea4a5262bd0817031dc4019357 /scene/resources/particles_material.cpp | |
parent | 9e9ac9f6ad470be968233a021f54744ad4735c54 (diff) | |
parent | f1bb54d5e5b5c37b977d945e1427e29aa756818f (diff) |
Merge pull request #46688 from QbieShay/fix-particle-rotate-y-4
Fixed rotate_y property of particle shaders
Diffstat (limited to 'scene/resources/particles_material.cpp')
-rw-r--r-- | scene/resources/particles_material.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/scene/resources/particles_material.cpp b/scene/resources/particles_material.cpp index bb47eebe9b..59e699326d 100644 --- a/scene/resources/particles_material.cpp +++ b/scene/resources/particles_material.cpp @@ -615,7 +615,7 @@ void ParticlesMaterial::_update_shader() { } // turn particle by rotation in Y if (particle_flags[PARTICLE_FLAG_ROTATE_Y]) { - code += " TRANSFORM = TRANSFORM * mat4(vec4(cos(CUSTOM.x), 0.0, -sin(CUSTOM.x), 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(sin(CUSTOM.x), 0.0, cos(CUSTOM.x), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n"; + code += " TRANSFORM = mat4(vec4(cos(CUSTOM.x), 0.0, -sin(CUSTOM.x), 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(sin(CUSTOM.x), 0.0, cos(CUSTOM.x), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n"; } } //scale by scale |