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authorPedro J. Estébanez <pedrojrulez@gmail.com>2023-05-09 18:59:59 +0200
committerPedro J. Estébanez <pedrojrulez@gmail.com>2023-05-10 18:53:41 +0200
commitb6647a58080da116d74edf2eb9378b5bbe2e97cc (patch)
treec356a40e596f01f02d64e4c2daa4fbef52cb99b5 /scene/resources/particle_process_material.h
parent5a4613f5512b84a758d7cb4850f6e35db2bcceba (diff)
downloadredot-engine-b6647a58080da116d74edf2eb9378b5bbe2e97cc.tar.gz
Avoid sync issues in materials with scheduled shader updates
Diffstat (limited to 'scene/resources/particle_process_material.h')
-rw-r--r--scene/resources/particle_process_material.h1
1 files changed, 0 insertions, 1 deletions
diff --git a/scene/resources/particle_process_material.h b/scene/resources/particle_process_material.h
index c32a143cdc..533bd9636f 100644
--- a/scene/resources/particle_process_material.h
+++ b/scene/resources/particle_process_material.h
@@ -261,7 +261,6 @@ private:
_FORCE_INLINE_ void _queue_shader_change();
_FORCE_INLINE_ bool _is_shader_dirty() const;
- bool is_initialized = false;
Vector3 direction;
float spread = 0.0f;
float flatness = 0.0f;