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author | Trashguy <trashguy@gmail.com> | 2024-10-11 12:21:42 -0400 |
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committer | Spartan322 <Megacake1234@gmail.com> | 2024-10-13 15:05:24 -0400 |
commit | 9901f655fb46bd345770ad5f4a1638c4051b1816 (patch) | |
tree | bb22b4881145f122568c8f2e51e912078ad1b4fc /scene/resources/particle_process_material.cpp | |
parent | 6699ae7897658e44efc3cfb2cba91c11a8f5aa6a (diff) | |
download | redot-engine-9901f655fb46bd345770ad5f4a1638c4051b1816.tar.gz |
Rebrand Godot 4.3 to Redot
Diffstat (limited to 'scene/resources/particle_process_material.cpp')
-rw-r--r-- | scene/resources/particle_process_material.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/scene/resources/particle_process_material.cpp b/scene/resources/particle_process_material.cpp index ee986f5820..85b3a18744 100644 --- a/scene/resources/particle_process_material.cpp +++ b/scene/resources/particle_process_material.cpp @@ -1005,7 +1005,7 @@ void ParticleProcessMaterial::_update_shader() { code += "\n"; code += " vec3 noise_direction = get_noise_direction(TRANSFORM[3].xyz);\n"; - // Godot detects when the COLLIDED keyword is used. If it's used anywhere in the shader then Godot will generate the screen space SDF for collisions. + // Redot detects when the COLLIDED keyword is used. If it's used anywhere in the shader then Redot will generate the screen space SDF for collisions. // We don't need it as long as collision is disabled. Refer to GH-83744 for more info. if (collision_mode == COLLISION_RIGID) { code += " if (!COLLIDED) {\n"; |