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author | Rémi Verschelde <rverschelde@gmail.com> | 2023-11-20 14:14:46 +0100 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2023-11-20 14:14:46 +0100 |
commit | ac29e8e3fed8a8c8d74a267a60eee75b979bb994 (patch) | |
tree | 50d43e9753fcef08c2f4c7873b39fa0d2eaee804 | |
parent | 83493023df8130581d1b77d9eafe6aef62c528cb (diff) | |
parent | 8a95b2956fab013abbb6d6b908e32b4d699751d0 (diff) | |
download | redot-engine-ac29e8e3fed8a8c8d74a267a60eee75b979bb994.tar.gz |
Merge pull request #85086 from clayjohn/shaders-amount-ratio
Make `AMOUNT_RATIO` constant in the shader language specification.
-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; { |