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authorclayjohn <claynjohn@gmail.com>2023-11-19 14:36:26 +0100
committerclayjohn <claynjohn@gmail.com>2023-11-19 14:36:26 +0100
commit8a95b2956fab013abbb6d6b908e32b4d699751d0 (patch)
tree508fc940e42cc237102a31898add3902ab485bd9
parent59457685c18e2d729eea50c751c11f049a7186f0 (diff)
downloadredot-engine-8a95b2956fab013abbb6d6b908e32b4d699751d0.tar.gz
Make AMOUNT_RATIO constant in the shader language specification.
Writing to it doesn't do anything and will crash the compatibility backend.
-rw-r--r--servers/rendering/shader_types.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/servers/rendering/shader_types.cpp b/servers/rendering/shader_types.cpp
index a6b4646f43..3e19e8f01a 100644
--- a/servers/rendering/shader_types.cpp
+++ b/servers/rendering/shader_types.cpp
@@ -361,7 +361,7 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_PARTICLES].functions["start"].built_ins["RESTART_VELOCITY"] = constt(ShaderLanguage::TYPE_BOOL);
shader_modes[RS::SHADER_PARTICLES].functions["start"].built_ins["RESTART_COLOR"] = constt(ShaderLanguage::TYPE_BOOL);
shader_modes[RS::SHADER_PARTICLES].functions["start"].built_ins["RESTART_CUSTOM"] = constt(ShaderLanguage::TYPE_BOOL);
- shader_modes[RS::SHADER_PARTICLES].functions["start"].built_ins["AMOUNT_RATIO"] = ShaderLanguage::TYPE_FLOAT;
+ shader_modes[RS::SHADER_PARTICLES].functions["start"].built_ins["AMOUNT_RATIO"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[RS::SHADER_PARTICLES].functions["start"].main_function = true;
shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC4;
@@ -394,7 +394,7 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["COLLISION_NORMAL"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["COLLISION_DEPTH"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["ATTRACTOR_FORCE"] = constt(ShaderLanguage::TYPE_VEC3);
- shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["AMOUNT_RATIO"] = ShaderLanguage::TYPE_FLOAT;
+ shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["AMOUNT_RATIO"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[RS::SHADER_PARTICLES].functions["process"].main_function = true;
{