Scale over velocity in gpu particles with dynamic velocity

Godot Version

4.2.1

Question

I’m trying to do a spark vfx where particles are scaled vertically based on their velocity but I’ve noticed that this feature seems to use initial particle velocity as opposed to particle’s current velocity.

This results in particles having the same scaling regardless of its velocity which kind of defeats the purpose of using this feature in the first place.

Is it possible to get around this limitation?