diff --git a/libraries/entities-renderer/src/RenderableParticleEffectEntityItem.cpp b/libraries/entities-renderer/src/RenderableParticleEffectEntityItem.cpp
index a42f69c189..8cbbf76788 100644
--- a/libraries/entities-renderer/src/RenderableParticleEffectEntityItem.cpp
+++ b/libraries/entities-renderer/src/RenderableParticleEffectEntityItem.cpp
@@ -186,7 +186,7 @@ ParticleEffectEntityRenderer::CpuParticle ParticleEffectEntityRenderer::createPa
     if (polarStart == 0.0f && polarFinish == 0.0f && emitDimensions.z == 0.0f) {
         // Emit along z-axis from position
 
-        particle.velocity = (emitSpeed + 0.2f * speedSpread) * (emitOrientation * Vectors::UNIT_Z);
+        particle.velocity = (emitSpeed + randFloatInRange(-1.0f, 1.0f) * speedSpread) * (emitOrientation * Vectors::UNIT_Z);
         particle.acceleration = emitAcceleration + randFloatInRange(-1.0f, 1.0f) * accelerationSpread;
 
     } else {
@@ -197,8 +197,7 @@ ParticleEffectEntityRenderer::CpuParticle ParticleEffectEntityRenderer::createPa
 
         float elevationMinZ = sin(PI_OVER_TWO - polarFinish);
         float elevationMaxZ = sin(PI_OVER_TWO - polarStart);
-        //  float elevation = asin(elevationMinZ + (elevationMaxZ - elevationMinZ) * randFloat());
-        float elevation = asin(elevationMinZ + (elevationMaxZ - elevationMinZ) *randFloat());
+        float elevation = asin(elevationMinZ + (elevationMaxZ - elevationMinZ) * randFloat());
 
         float azimuth;
         if (azimuthFinish >= azimuthStart) {
diff --git a/libraries/entities-renderer/src/RenderableParticleEffectEntityItem.h b/libraries/entities-renderer/src/RenderableParticleEffectEntityItem.h
index e4abaccf43..8e9353894a 100644
--- a/libraries/entities-renderer/src/RenderableParticleEffectEntityItem.h
+++ b/libraries/entities-renderer/src/RenderableParticleEffectEntityItem.h
@@ -46,7 +46,7 @@ private:
     // CPU particles
     // FIXME either switch to GPU compute particles or switch to simd updating of the particles
     struct CpuParticle {
-        float seed{ 0.0f };
+        float seed { 0.0f };
         uint64_t expiration { 0 };
         float lifetime { 0.0f };
         glm::vec3 position;
diff --git a/libraries/entities-renderer/src/textured_particle.slv b/libraries/entities-renderer/src/textured_particle.slv
index 1d4261b1cc..7653bc0a42 100644
--- a/libraries/entities-renderer/src/textured_particle.slv
+++ b/libraries/entities-renderer/src/textured_particle.slv
@@ -11,6 +11,7 @@
 //
 
 <@include gpu/Transform.slh@>
+<@include gpu/Noise.slh@>
 
 <$declareStandardTransform()$>
 
@@ -119,9 +120,15 @@ void main(void) {
     // Offset for corrected vertex ordering.
     varTexcoord = vec2((UNIT_QUAD[twoTriID].xy -1.0) * vec2(0.5, -0.5)); 
     varColor = interpolate3Vec4(particle.color.start, particle.color.middle, particle.color.finish, age);
+    vec3 colorSpread = 2.0 * vec3(hifi_hash(seed), hifi_hash(seed * 2.0), hifi_hash(seed * 3.0)) - 1.0;
+    varColor.rgb = clamp(varColor.rgb + colorSpread * particle.color.spread.rgb, vec3(0), vec3(1));
+    float alphaSpread = 2.0 * hifi_hash(seed * 4.0) - 1.0;
+    varColor.a = clamp(varColor.a + alphaSpread * particle.color.spread.a, 0.0, 1.0);
 
     // anchor point in eye space
     float radius = interpolate3Points(particle.radius.start, particle.radius.middle, particle.radius.finish, age);
+    float radiusSpread = 2.0 * hifi_hash(seed * 5.0) - 1.0;
+    radius = max(radius + radiusSpread * particle.radius.spread, 0.0);
     vec4 quadPos = radius * UNIT_QUAD[twoTriID];
 
     vec4 anchorPoint;
diff --git a/libraries/entities/src/EntityItemProperties.cpp b/libraries/entities/src/EntityItemProperties.cpp
index e5ec0223e6..9a7edec88f 100644
--- a/libraries/entities/src/EntityItemProperties.cpp
+++ b/libraries/entities/src/EntityItemProperties.cpp
@@ -2937,6 +2937,7 @@ void EntityItemProperties::markAllChanged() {
     _shapeTypeChanged = true;
 
     _isEmittingChanged = true;
+    _emitterShouldTrail = true;
     _maxParticlesChanged = true;
     _lifespanChanged = true;
     _emitRateChanged = true;
diff --git a/libraries/entities/src/ParticleEffectEntityItem.cpp b/libraries/entities/src/ParticleEffectEntityItem.cpp
index 92bd86db92..588d09ca14 100644
--- a/libraries/entities/src/ParticleEffectEntityItem.cpp
+++ b/libraries/entities/src/ParticleEffectEntityItem.cpp
@@ -168,13 +168,13 @@ void ParticleEffectEntityItem::setAlpha(float alpha) {
 
 void ParticleEffectEntityItem::setAlphaStart(float alphaStart) {
     withWriteLock([&] {
-        _particleProperties.alpha.range.start = isnan(alphaStart) ? alphaStart : glm::clamp(alphaStart, MINIMUM_ALPHA, MAXIMUM_ALPHA);
+        _particleProperties.alpha.range.start = glm::isnan(alphaStart) ? alphaStart : glm::clamp(alphaStart, MINIMUM_ALPHA, MAXIMUM_ALPHA);
     });
 }
 
 void ParticleEffectEntityItem::setAlphaFinish(float alphaFinish) {
     withWriteLock([&] {
-        _particleProperties.alpha.range.finish = isnan(alphaFinish) ? alphaFinish : glm::clamp(alphaFinish, MINIMUM_ALPHA, MAXIMUM_ALPHA);
+        _particleProperties.alpha.range.finish = glm::isnan(alphaFinish) ? alphaFinish : glm::clamp(alphaFinish, MINIMUM_ALPHA, MAXIMUM_ALPHA);
     });
 }
 
@@ -292,13 +292,13 @@ void ParticleEffectEntityItem::setParticleRadius(float particleRadius) {
 
 void ParticleEffectEntityItem::setRadiusStart(float radiusStart) {
     withWriteLock([&] {
-        _particleProperties.radius.range.start = isnan(radiusStart) ? radiusStart : glm::clamp(radiusStart, MINIMUM_PARTICLE_RADIUS, MAXIMUM_PARTICLE_RADIUS);
+        _particleProperties.radius.range.start = glm::isnan(radiusStart) ? radiusStart : glm::clamp(radiusStart, MINIMUM_PARTICLE_RADIUS, MAXIMUM_PARTICLE_RADIUS);
     });
 }
 
 void ParticleEffectEntityItem::setRadiusFinish(float radiusFinish) {
     withWriteLock([&] {
-        _particleProperties.radius.range.finish = isnan(radiusFinish) ? radiusFinish : glm::clamp(radiusFinish, MINIMUM_PARTICLE_RADIUS, MAXIMUM_PARTICLE_RADIUS);
+        _particleProperties.radius.range.finish = glm::isnan(radiusFinish) ? radiusFinish : glm::clamp(radiusFinish, MINIMUM_PARTICLE_RADIUS, MAXIMUM_PARTICLE_RADIUS);
     });
 }
 
diff --git a/libraries/entities/src/ParticleEffectEntityItem.h b/libraries/entities/src/ParticleEffectEntityItem.h
index 16621d307d..cd8a19bee5 100644
--- a/libraries/entities/src/ParticleEffectEntityItem.h
+++ b/libraries/entities/src/ParticleEffectEntityItem.h
@@ -21,10 +21,10 @@ namespace particle {
     static const float SCRIPT_MAXIMUM_PI = 3.1416f;  // Round up so that reasonable property values work
     static const float UNINITIALIZED = NAN;
     static const vec3 DEFAULT_COLOR = { 255, 255, 255 };
-    static const xColor DEFAULT_XCOLOR = { DEFAULT_COLOR.r, DEFAULT_COLOR.g, DEFAULT_COLOR.b };
+    static const xColor DEFAULT_XCOLOR = { (unsigned int)DEFAULT_COLOR.r, (unsigned int)DEFAULT_COLOR.g, (unsigned int)DEFAULT_COLOR.b };
     static const vec3 DEFAULT_COLOR_UNINITIALIZED = { UNINITIALIZED, UNINITIALIZED, UNINITIALIZED };
     static const vec3 DEFAULT_COLOR_SPREAD = { 0, 0, 0 };
-    static const xColor DEFAULT_XCOLOR_SPREAD = { DEFAULT_COLOR_SPREAD.r, DEFAULT_COLOR_SPREAD.g, DEFAULT_COLOR_SPREAD.b };
+    static const xColor DEFAULT_XCOLOR_SPREAD = { (unsigned int)DEFAULT_COLOR_SPREAD.r, (unsigned int)DEFAULT_COLOR_SPREAD.g, (unsigned int)DEFAULT_COLOR_SPREAD.b };
     static const float DEFAULT_ALPHA = 1.0f;
     static const float DEFAULT_ALPHA_SPREAD = 0.0f;
     static const float DEFAULT_ALPHA_START = UNINITIALIZED;
@@ -226,10 +226,10 @@ public:
     void setColor(const xColor& value);
 
     void setColorStart(const vec3& colorStart);
-    vec3 getColorStart() const { return any(isnan(_particleProperties.color.range.start)) ? getColor() : _particleProperties.color.range.start; }
+    vec3 getColorStart() const { return glm::any(glm::isnan(_particleProperties.color.range.start)) ? getColor() : _particleProperties.color.range.start; }
 
     void setColorFinish(const vec3& colorFinish);
-    vec3 getColorFinish() const { return any(isnan(_particleProperties.color.range.finish)) ? getColor() : _particleProperties.color.range.finish; }
+    vec3 getColorFinish() const { return glm::any(glm::isnan(_particleProperties.color.range.finish)) ? getColor() : _particleProperties.color.range.finish; }
 
     void setColorSpread(const xColor& colorSpread);
     xColor getColorSpread() const;
@@ -238,10 +238,10 @@ public:
     float getAlpha() const { return _particleProperties.alpha.gradient.target; }
 
     void setAlphaStart(float alphaStart);
-    float getAlphaStart() const { return isnan(_particleProperties.alpha.range.start) ? _particleProperties.alpha.gradient.target : _particleProperties.alpha.range.start; }
+    float getAlphaStart() const { return glm::isnan(_particleProperties.alpha.range.start) ? _particleProperties.alpha.gradient.target : _particleProperties.alpha.range.start; }
 
     void setAlphaFinish(float alphaFinish);
-    float getAlphaFinish() const { return isnan(_particleProperties.alpha.range.finish) ? _particleProperties.alpha.gradient.target : _particleProperties.alpha.range.finish; }
+    float getAlphaFinish() const { return glm::isnan(_particleProperties.alpha.range.finish) ? _particleProperties.alpha.gradient.target : _particleProperties.alpha.range.finish; }
 
     void setAlphaSpread(float alphaSpread);
     float getAlphaSpread() const { return _particleProperties.alpha.gradient.spread; }
@@ -300,10 +300,10 @@ public:
     float getParticleRadius() const { return _particleProperties.radius.gradient.target; }
 
     void setRadiusStart(float radiusStart);
-    float getRadiusStart() const { return isnan(_particleProperties.radius.range.start) ? _particleProperties.radius.gradient.target : _particleProperties.radius.range.start; }
+    float getRadiusStart() const { return glm::isnan(_particleProperties.radius.range.start) ? _particleProperties.radius.gradient.target : _particleProperties.radius.range.start; }
 
     void setRadiusFinish(float radiusFinish);
-    float getRadiusFinish() const { return isnan(_particleProperties.radius.range.finish) ? _particleProperties.radius.gradient.target : _particleProperties.radius.range.finish; }
+    float getRadiusFinish() const { return glm::isnan(_particleProperties.radius.range.finish) ? _particleProperties.radius.gradient.target : _particleProperties.radius.range.finish; }
 
     void setRadiusSpread(float radiusSpread);
     float getRadiusSpread() const { return _particleProperties.radius.gradient.spread; }
@@ -311,7 +311,7 @@ public:
     void computeAndUpdateDimensions();
 
     void setTextures(const QString& textures);
-    QString ParticleEffectEntityItem::getTextures() const { return _particleProperties.textures; }
+    QString getTextures() const { return _particleProperties.textures; }
 
     bool getEmitterShouldTrail() const { return _particleProperties.emission.shouldTrail; }
     void setEmitterShouldTrail(bool emitterShouldTrail);
diff --git a/libraries/gpu/src/gpu/Noise.slh b/libraries/gpu/src/gpu/Noise.slh
new file mode 100644
index 0000000000..b390945957
--- /dev/null
+++ b/libraries/gpu/src/gpu/Noise.slh
@@ -0,0 +1,297 @@
+<!
+//  gpu/Noise.slh
+//
+//  Created by Sam Gondelman on 6/15/18.
+//  Copyright 2018 High Fidelity, Inc.
+//
+//  Distributed under the Apache License, Version 2.0.
+//  See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
+!>
+
+// Shader includes portions of webgl-noise:
+// Description : Array and textureless GLSL 2D/3D/4D simplex
+//               noise functions.
+//      Author : Ian McEwan, Ashima Arts.
+//  Maintainer : ijm
+//     Lastmod : 20110822 (ijm)
+//     License : Copyright (C) 2011 Ashima Arts. All rights reserved.
+//               Distributed under the MIT License. See LICENSE file.
+//               https://github.com/ashima/webgl-noise
+//
+
+<@if not NOISE_SLH@>
+<@def NOISE_SLH@>
+
+float mod289(float x) {
+    return x - floor(x * (1.0 / 289.0)) * 289.0;
+}
+
+vec2 mod289(vec2 x) {
+    return x - floor(x * (1.0 / 289.0)) * 289.0;
+}
+
+vec3 mod289(vec3 x) {
+    return x - floor(x * (1.0 / 289.0)) * 289.0;
+}
+
+vec4 mod289(vec4 x) {
+    return x - floor(x * (1.0 / 289.0)) * 289.0;
+}
+
+float permute(float x) {
+    return mod289(((x*34.0)+1.0)*x);
+}
+
+vec3 permute(vec3 x) {
+    return mod289(((x*34.0)+1.0)*x);
+}
+
+vec4 permute(vec4 x) {
+    return mod289(((x*34.0)+1.0)*x);
+}
+
+float taylorInvSqrt(float r) {
+    return 1.79284291400159 - 0.85373472095314 * r;
+}
+
+vec4 taylorInvSqrt(vec4 r) {
+    return 1.79284291400159 - 0.85373472095314 * r;
+}
+
+vec4 grad4(float j, vec4 ip) {
+    const vec4 ones = vec4(1.0, 1.0, 1.0, -1.0);
+    vec4 p, s;
+
+    p.xyz = floor(fract(vec3(j) * ip.xyz) * 7.0) * ip.z - 1.0;
+    p.w = 1.5 - dot(abs(p.xyz), ones.xyz);
+    s = vec4(lessThan(p, vec4(0.0)));
+    p.xyz = p.xyz + (s.xyz * 2.0 - 1.0) * s.www;
+
+    return p;
+}
+
+// (sqrt(5) - 1)/4 = F4, used once below
+#define F4 0.309016994374947451
+
+float snoise(vec4 v) {
+    const vec4 C = vec4(0.138196601125011,  // (5 - sqrt(5))/20  G4
+            0.276393202250021,  // 2 * G4
+            0.414589803375032,  // 3 * G4
+            -0.447213595499958); // -1 + 4 * G4
+
+    // First corner
+    vec4 i = floor(v + dot(v, vec4(F4)));
+    vec4 x0 = v - i + dot(i, C.xxxx);
+
+    // Other corners
+
+    // Rank sorting originally contributed by Bill Licea-Kane, AMD (formerly ATI)
+    vec4 i0;
+    vec3 isX = step(x0.yzw, x0.xxx);
+    vec3 isYZ = step(x0.zww, x0.yyz);
+    i0.x = isX.x + isX.y + isX.z;
+    i0.yzw = 1.0 - isX;
+    i0.y += isYZ.x + isYZ.y;
+    i0.zw += 1.0 - isYZ.xy;
+    i0.z += isYZ.z;
+    i0.w += 1.0 - isYZ.z;
+
+    // i0 now contains the unique values 0,1,2,3 in each channel
+    vec4 i3 = clamp(i0, 0.0, 1.0);
+    vec4 i2 = clamp(i0 - 1.0, 0.0, 1.0);
+    vec4 i1 = clamp(i0 - 2.0, 0.0, 1.0);
+
+    vec4 x1 = x0 - i1 + C.xxxx;
+    vec4 x2 = x0 - i2 + C.yyyy;
+    vec4 x3 = x0 - i3 + C.zzzz;
+    vec4 x4 = x0 + C.wwww;
+
+    // Permutations
+    i = mod289(i);
+    float j0 = permute(permute(permute(permute(i.w) + i.z) + i.y) + i.x);
+    vec4 j1 = permute(
+            permute(
+                    permute(
+                            permute(i.w + vec4(i1.w, i2.w, i3.w, 1.0)) + i.z
+                                    + vec4(i1.z, i2.z, i3.z, 1.0)) + i.y
+                            + vec4(i1.y, i2.y, i3.y, 1.0)) + i.x
+                    + vec4(i1.x, i2.x, i3.x, 1.0));
+
+    // Gradients: 7x7x6 points over a cube, mapped onto a 4-cross polytope
+    // 7*7*6 = 294, which is close to the ring size 17*17 = 289.
+    vec4 ip = vec4(1.0 / 294.0, 1.0 / 49.0, 1.0 / 7.0, 0.0);
+
+    vec4 p0 = grad4(j0, ip);
+    vec4 p1 = grad4(j1.x, ip);
+    vec4 p2 = grad4(j1.y, ip);
+    vec4 p3 = grad4(j1.z, ip);
+    vec4 p4 = grad4(j1.w, ip);
+
+    // Normalise gradients
+    vec4 norm = taylorInvSqrt(
+            vec4(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3)));
+    p0 *= norm.x;
+    p1 *= norm.y;
+    p2 *= norm.z;
+    p3 *= norm.w;
+    p4 *= taylorInvSqrt(dot(p4, p4));
+
+    // Mix contributions from the five corners
+    vec3 m0 = max(0.6 - vec3(dot(x0, x0), dot(x1, x1), dot(x2, x2)), 0.0);
+    vec2 m1 = max(0.6 - vec2(dot(x3, x3), dot(x4, x4)), 0.0);
+    m0 = m0 * m0;
+    m1 = m1 * m1;
+    return 49.0
+            * (dot(m0 * m0, vec3(dot(p0, x0), dot(p1, x1), dot(p2, x2)))
+                    + dot(m1 * m1, vec2(dot(p3, x3), dot(p4, x4))));
+
+}
+
+float snoise(vec3 v) {
+    const vec2 C = vec2(1.0 / 6.0, 1.0 / 3.0);
+    const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
+
+    // First corner
+    vec3 i = floor(v + dot(v, C.yyy));
+    vec3 x0 = v - i + dot(i, C.xxx);
+
+    // Other corners
+    vec3 g = step(x0.yzx, x0.xyz);
+    vec3 l = 1.0 - g;
+    vec3 i1 = min(g.xyz, l.zxy);
+    vec3 i2 = max(g.xyz, l.zxy);
+
+    vec3 x1 = x0 - i1 + C.xxx;
+    vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
+    vec3 x3 = x0 - D.yyy;      // -1.0+3.0*C.x = -0.5 = -D.y
+
+    // Permutations
+    i = mod289(i);
+    vec4 p = permute(
+            permute(
+                    permute(i.z + vec4(0.0, i1.z, i2.z, 1.0)) + i.y
+                            + vec4(0.0, i1.y, i2.y, 1.0)) + i.x
+                    + vec4(0.0, i1.x, i2.x, 1.0));
+
+    // Gradients: 7x7 points over a square, mapped onto an octahedron.
+    // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
+    float n_ = 0.142857142857; // 1.0/7.0
+    vec3 ns = n_ * D.wyz - D.xzx;
+
+    vec4 j = p - 49.0 * floor(p * ns.z * ns.z);  //  mod(p,7*7)
+
+    vec4 x_ = floor(j * ns.z);
+    vec4 y_ = floor(j - 7.0 * x_);    // mod(j,N)
+
+    vec4 x = x_ * ns.x + ns.yyyy;
+    vec4 y = y_ * ns.x + ns.yyyy;
+    vec4 h = 1.0 - abs(x) - abs(y);
+
+    vec4 b0 = vec4(x.xy, y.xy);
+    vec4 b1 = vec4(x.zw, y.zw);
+
+    //vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
+    //vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
+    vec4 s0 = floor(b0) * 2.0 + 1.0;
+    vec4 s1 = floor(b1) * 2.0 + 1.0;
+    vec4 sh = -step(h, vec4(0.0));
+
+    vec4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;
+    vec4 a1 = b1.xzyw + s1.xzyw * sh.zzww;
+
+    vec3 p0 = vec3(a0.xy, h.x);
+    vec3 p1 = vec3(a0.zw, h.y);
+    vec3 p2 = vec3(a1.xy, h.z);
+    vec3 p3 = vec3(a1.zw, h.w);
+
+    //Normalise gradients
+    vec4 norm = taylorInvSqrt(
+            vec4(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3)));
+    p0 *= norm.x;
+    p1 *= norm.y;
+    p2 *= norm.z;
+    p3 *= norm.w;
+
+    // Mix final noise value
+    vec4 m = max(0.6 - vec4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)),
+            0.0);
+    m = m * m;
+    return 42.0
+            * dot(m * m, vec4(dot(p0, x0), dot(p1, x1), dot(p2, x2), dot(p3, x3)));
+}
+
+float snoise(vec2 v) {
+    const vec4 C = vec4(0.211324865405187,  // (3.0-sqrt(3.0))/6.0
+            0.366025403784439,  // 0.5*(sqrt(3.0)-1.0)
+            -0.577350269189626,  // -1.0 + 2.0 * C.x
+            0.024390243902439); // 1.0 / 41.0
+    // First corner
+    vec2 i = floor(v + dot(v, C.yy));
+    vec2 x0 = v - i + dot(i, C.xx);
+
+    // Other corners
+    vec2 i1;
+    i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
+    vec4 x12 = x0.xyxy + C.xxzz;
+    x12.xy -= i1;
+
+    // Permutations
+    i = mod289(i); // Avoid truncation effects in permutation
+    vec3 p = permute(
+            permute(i.y + vec3(0.0, i1.y, 1.0)) + i.x + vec3(0.0, i1.x, 1.0));
+
+    vec3 m = max(0.5 - vec3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)),
+            0.0);
+    m = m * m;
+    m = m * m;
+
+    // Gradients: 41 points uniformly over a line, mapped onto a diamond.
+    // The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287)
+
+    vec3 x = 2.0 * fract(p * C.www) - 1.0;
+    vec3 h = abs(x) - 0.5;
+    vec3 ox = floor(x + 0.5);
+    vec3 a0 = x - ox;
+
+    // Normalise gradients implicitly by scaling m
+    // Approximation of: m *= inversesqrt( a0*a0 + h*h );
+    m *= 1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h);
+
+    // Compute final noise value at P
+    vec3 g;
+    g.x = a0.x * x0.x + h.x * x0.y;
+    g.yz = a0.yz * x12.xz + h.yz * x12.yw;
+    return 130.0 * dot(m, g);
+}
+
+// https://www.shadertoy.com/view/lsfGRr
+float hifi_hash(float n) {
+    return fract(sin(n) * 43758.5453);
+}
+
+float hifi_noise(in vec2 x) {
+    vec2 p = floor(x);
+    vec2 f = fract(x);
+
+    f = f * f * (3.0 - 2.0 * f);
+
+    float n = p.x + p.y * 57.0;
+
+    return mix(mix(hifi_hash(n +  0.0), hifi_hash(n +  1.0), f.x),
+               mix(hifi_hash(n + 57.0), hifi_hash(n + 58.0), f.x), f.y);
+}
+
+// https://www.shadertoy.com/view/MdX3Rr
+// https://en.wikipedia.org/wiki/Fractional_Brownian_motion
+float hifi_fbm(in vec2 p) {
+	const mat2 m2 = mat2(0.8, -0.6, 0.6, 0.8);
+	float f = 0.0;
+	f += 0.5000 * hifi_noise(p); p = m2 * p * 2.02;
+	f += 0.2500 * hifi_noise(p); p = m2 * p * 2.03;
+	f += 0.1250 * hifi_noise(p); p = m2 * p * 2.01;
+	f += 0.0625 * hifi_noise(p);
+
+	return f / 0.9375;
+}
+
+<@endif@>
\ No newline at end of file
diff --git a/libraries/procedural/src/procedural/ProceduralCommon.slf b/libraries/procedural/src/procedural/ProceduralCommon.slf
index dcc34b5131..de226e6dae 100644
--- a/libraries/procedural/src/procedural/ProceduralCommon.slf
+++ b/libraries/procedural/src/procedural/ProceduralCommon.slf
@@ -8,292 +8,11 @@
 //  See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
 //
 
-// Shader includes portions of webgl-noise:
-// Description : Array and textureless GLSL 2D/3D/4D simplex
-//               noise functions.
-//      Author : Ian McEwan, Ashima Arts.
-//  Maintainer : ijm
-//     Lastmod : 20110822 (ijm)
-//     License : Copyright (C) 2011 Ashima Arts. All rights reserved.
-//               Distributed under the MIT License. See LICENSE file.
-//               https://github.com/ashima/webgl-noise
-//
-
 <@include gpu/Transform.slh@>
+<@include gpu/Noise.slh@>
+
 <$declareStandardCameraTransform()$>
 
-float mod289(float x) {
-    return x - floor(x * (1.0 / 289.0)) * 289.0;
-}
-
-vec2 mod289(vec2 x) {
-    return x - floor(x * (1.0 / 289.0)) * 289.0;
-}
-
-vec3 mod289(vec3 x) {
-    return x - floor(x * (1.0 / 289.0)) * 289.0;
-}
-
-vec4 mod289(vec4 x) {
-    return x - floor(x * (1.0 / 289.0)) * 289.0;
-}
-
-float permute(float x) {
-    return mod289(((x*34.0)+1.0)*x);
-}
-
-vec3 permute(vec3 x) {
-    return mod289(((x*34.0)+1.0)*x);
-}
-
-vec4 permute(vec4 x) {
-    return mod289(((x*34.0)+1.0)*x);
-}
-
-float taylorInvSqrt(float r) {
-    return 1.79284291400159 - 0.85373472095314 * r;
-}
-
-vec4 taylorInvSqrt(vec4 r) {
-    return 1.79284291400159 - 0.85373472095314 * r;
-}
-
-vec4 grad4(float j, vec4 ip) {
-    const vec4 ones = vec4(1.0, 1.0, 1.0, -1.0);
-    vec4 p, s;
-
-    p.xyz = floor(fract(vec3(j) * ip.xyz) * 7.0) * ip.z - 1.0;
-    p.w = 1.5 - dot(abs(p.xyz), ones.xyz);
-    s = vec4(lessThan(p, vec4(0.0)));
-    p.xyz = p.xyz + (s.xyz * 2.0 - 1.0) * s.www;
-
-    return p;
-}
-
-// (sqrt(5) - 1)/4 = F4, used once below
-#define F4 0.309016994374947451
-
-float snoise(vec4 v) {
-    const vec4 C = vec4(0.138196601125011,  // (5 - sqrt(5))/20  G4
-            0.276393202250021,  // 2 * G4
-            0.414589803375032,  // 3 * G4
-            -0.447213595499958); // -1 + 4 * G4
-
-    // First corner
-    vec4 i = floor(v + dot(v, vec4(F4)));
-    vec4 x0 = v - i + dot(i, C.xxxx);
-
-    // Other corners
-
-    // Rank sorting originally contributed by Bill Licea-Kane, AMD (formerly ATI)
-    vec4 i0;
-    vec3 isX = step(x0.yzw, x0.xxx);
-    vec3 isYZ = step(x0.zww, x0.yyz);
-    i0.x = isX.x + isX.y + isX.z;
-    i0.yzw = 1.0 - isX;
-    i0.y += isYZ.x + isYZ.y;
-    i0.zw += 1.0 - isYZ.xy;
-    i0.z += isYZ.z;
-    i0.w += 1.0 - isYZ.z;
-
-    // i0 now contains the unique values 0,1,2,3 in each channel
-    vec4 i3 = clamp(i0, 0.0, 1.0);
-    vec4 i2 = clamp(i0 - 1.0, 0.0, 1.0);
-    vec4 i1 = clamp(i0 - 2.0, 0.0, 1.0);
-
-    vec4 x1 = x0 - i1 + C.xxxx;
-    vec4 x2 = x0 - i2 + C.yyyy;
-    vec4 x3 = x0 - i3 + C.zzzz;
-    vec4 x4 = x0 + C.wwww;
-
-    // Permutations
-    i = mod289(i);
-    float j0 = permute(permute(permute(permute(i.w) + i.z) + i.y) + i.x);
-    vec4 j1 = permute(
-            permute(
-                    permute(
-                            permute(i.w + vec4(i1.w, i2.w, i3.w, 1.0)) + i.z
-                                    + vec4(i1.z, i2.z, i3.z, 1.0)) + i.y
-                            + vec4(i1.y, i2.y, i3.y, 1.0)) + i.x
-                    + vec4(i1.x, i2.x, i3.x, 1.0));
-
-    // Gradients: 7x7x6 points over a cube, mapped onto a 4-cross polytope
-    // 7*7*6 = 294, which is close to the ring size 17*17 = 289.
-    vec4 ip = vec4(1.0 / 294.0, 1.0 / 49.0, 1.0 / 7.0, 0.0);
-
-    vec4 p0 = grad4(j0, ip);
-    vec4 p1 = grad4(j1.x, ip);
-    vec4 p2 = grad4(j1.y, ip);
-    vec4 p3 = grad4(j1.z, ip);
-    vec4 p4 = grad4(j1.w, ip);
-
-    // Normalise gradients
-    vec4 norm = taylorInvSqrt(
-            vec4(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3)));
-    p0 *= norm.x;
-    p1 *= norm.y;
-    p2 *= norm.z;
-    p3 *= norm.w;
-    p4 *= taylorInvSqrt(dot(p4, p4));
-
-    // Mix contributions from the five corners
-    vec3 m0 = max(0.6 - vec3(dot(x0, x0), dot(x1, x1), dot(x2, x2)), 0.0);
-    vec2 m1 = max(0.6 - vec2(dot(x3, x3), dot(x4, x4)), 0.0);
-    m0 = m0 * m0;
-    m1 = m1 * m1;
-    return 49.0
-            * (dot(m0 * m0, vec3(dot(p0, x0), dot(p1, x1), dot(p2, x2)))
-                    + dot(m1 * m1, vec2(dot(p3, x3), dot(p4, x4))));
-
-}
-
-float snoise(vec3 v) {
-    const vec2 C = vec2(1.0 / 6.0, 1.0 / 3.0);
-    const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
-
-    // First corner
-    vec3 i = floor(v + dot(v, C.yyy));
-    vec3 x0 = v - i + dot(i, C.xxx);
-
-    // Other corners
-    vec3 g = step(x0.yzx, x0.xyz);
-    vec3 l = 1.0 - g;
-    vec3 i1 = min(g.xyz, l.zxy);
-    vec3 i2 = max(g.xyz, l.zxy);
-
-    vec3 x1 = x0 - i1 + C.xxx;
-    vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
-    vec3 x3 = x0 - D.yyy;      // -1.0+3.0*C.x = -0.5 = -D.y
-
-    // Permutations
-    i = mod289(i);
-    vec4 p = permute(
-            permute(
-                    permute(i.z + vec4(0.0, i1.z, i2.z, 1.0)) + i.y
-                            + vec4(0.0, i1.y, i2.y, 1.0)) + i.x
-                    + vec4(0.0, i1.x, i2.x, 1.0));
-
-    // Gradients: 7x7 points over a square, mapped onto an octahedron.
-    // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
-    float n_ = 0.142857142857; // 1.0/7.0
-    vec3 ns = n_ * D.wyz - D.xzx;
-
-    vec4 j = p - 49.0 * floor(p * ns.z * ns.z);  //  mod(p,7*7)
-
-    vec4 x_ = floor(j * ns.z);
-    vec4 y_ = floor(j - 7.0 * x_);    // mod(j,N)
-
-    vec4 x = x_ * ns.x + ns.yyyy;
-    vec4 y = y_ * ns.x + ns.yyyy;
-    vec4 h = 1.0 - abs(x) - abs(y);
-
-    vec4 b0 = vec4(x.xy, y.xy);
-    vec4 b1 = vec4(x.zw, y.zw);
-
-    //vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
-    //vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
-    vec4 s0 = floor(b0) * 2.0 + 1.0;
-    vec4 s1 = floor(b1) * 2.0 + 1.0;
-    vec4 sh = -step(h, vec4(0.0));
-
-    vec4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;
-    vec4 a1 = b1.xzyw + s1.xzyw * sh.zzww;
-
-    vec3 p0 = vec3(a0.xy, h.x);
-    vec3 p1 = vec3(a0.zw, h.y);
-    vec3 p2 = vec3(a1.xy, h.z);
-    vec3 p3 = vec3(a1.zw, h.w);
-
-    //Normalise gradients
-    vec4 norm = taylorInvSqrt(
-            vec4(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3)));
-    p0 *= norm.x;
-    p1 *= norm.y;
-    p2 *= norm.z;
-    p3 *= norm.w;
-
-    // Mix final noise value
-    vec4 m = max(0.6 - vec4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)),
-            0.0);
-    m = m * m;
-    return 42.0
-            * dot(m * m, vec4(dot(p0, x0), dot(p1, x1), dot(p2, x2), dot(p3, x3)));
-}
-
-float snoise(vec2 v) {
-    const vec4 C = vec4(0.211324865405187,  // (3.0-sqrt(3.0))/6.0
-            0.366025403784439,  // 0.5*(sqrt(3.0)-1.0)
-            -0.577350269189626,  // -1.0 + 2.0 * C.x
-            0.024390243902439); // 1.0 / 41.0
-    // First corner
-    vec2 i = floor(v + dot(v, C.yy));
-    vec2 x0 = v - i + dot(i, C.xx);
-
-    // Other corners
-    vec2 i1;
-    i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
-    vec4 x12 = x0.xyxy + C.xxzz;
-    x12.xy -= i1;
-
-    // Permutations
-    i = mod289(i); // Avoid truncation effects in permutation
-    vec3 p = permute(
-            permute(i.y + vec3(0.0, i1.y, 1.0)) + i.x + vec3(0.0, i1.x, 1.0));
-
-    vec3 m = max(0.5 - vec3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)),
-            0.0);
-    m = m * m;
-    m = m * m;
-
-    // Gradients: 41 points uniformly over a line, mapped onto a diamond.
-    // The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287)
-
-    vec3 x = 2.0 * fract(p * C.www) - 1.0;
-    vec3 h = abs(x) - 0.5;
-    vec3 ox = floor(x + 0.5);
-    vec3 a0 = x - ox;
-
-    // Normalise gradients implicitly by scaling m
-    // Approximation of: m *= inversesqrt( a0*a0 + h*h );
-    m *= 1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h);
-
-    // Compute final noise value at P
-    vec3 g;
-    g.x = a0.x * x0.x + h.x * x0.y;
-    g.yz = a0.yz * x12.xz + h.yz * x12.yw;
-    return 130.0 * dot(m, g);
-}
-
-// https://www.shadertoy.com/view/lsfGRr
-float hifi_hash(float n) {
-    return fract(sin(n) * 43758.5453);
-}
-
-float hifi_noise(in vec2 x) {
-    vec2 p = floor(x);
-    vec2 f = fract(x);
-
-    f = f * f * (3.0 - 2.0 * f);
-
-    float n = p.x + p.y * 57.0;
-
-    return mix(mix(hifi_hash(n +  0.0), hifi_hash(n +  1.0), f.x),
-               mix(hifi_hash(n + 57.0), hifi_hash(n + 58.0), f.x), f.y);
-}
-
-// https://www.shadertoy.com/view/MdX3Rr
-// https://en.wikipedia.org/wiki/Fractional_Brownian_motion
-float hifi_fbm(in vec2 p) {
-	const mat2 m2 = mat2(0.8, -0.6, 0.6, 0.8);
-	float f = 0.0;
-	f += 0.5000 * hifi_noise(p); p = m2 * p * 2.02;
-	f += 0.2500 * hifi_noise(p); p = m2 * p * 2.03;
-	f += 0.1250 * hifi_noise(p); p = m2 * p * 2.01;
-	f += 0.0625 * hifi_noise(p);
-
-	return f / 0.9375;
-}
-
 #define PROCEDURAL 1
 
 //PROCEDURAL_VERSION
diff --git a/scripts/system/particle_explorer/particleExplorer.js b/scripts/system/particle_explorer/particleExplorer.js
index 099c4be9e3..cb2c2f3374 100644
--- a/scripts/system/particle_explorer/particleExplorer.js
+++ b/scripts/system/particle_explorer/particleExplorer.js
@@ -152,6 +152,12 @@
                     type: "SliderFloat",
                     max: 5
                 },
+                {
+                    id: "speedSpread",
+                    name: "Speed Spread",
+                    type: "SliderFloat",
+                    max: 5
+                },
                 {
                     type: "Row"
                 },