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author | clayjohn <claynjohn@gmail.com> | 2023-11-19 14:36:26 +0100 |
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committer | clayjohn <claynjohn@gmail.com> | 2023-11-19 14:36:26 +0100 |
commit | 8a95b2956fab013abbb6d6b908e32b4d699751d0 (patch) | |
tree | 508fc940e42cc237102a31898add3902ab485bd9 | |
parent | 59457685c18e2d729eea50c751c11f049a7186f0 (diff) | |
download | redot-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.cpp | 4 |
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; { |