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author | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2021-07-19 08:06:51 +0200 |
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committer | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2021-07-19 08:19:50 +0200 |
commit | abc38b8d66360060296d792a8cf65c33c6010e8a (patch) | |
tree | bf453034e7d5f42393e24e1b9c66a7a991eb7346 /servers/rendering/renderer_rd/renderer_storage_rd.cpp | |
parent | b76dfde329592ecfd6f6b952082ae21859039e67 (diff) | |
download | redot-engine-abc38b8d66360060296d792a8cf65c33c6010e8a.tar.gz |
Use C++11 raw literals for shader code to improve readability
In files that have lots of branching, `\t` was replaced with a
tab character instead.
Diffstat (limited to 'servers/rendering/renderer_rd/renderer_storage_rd.cpp')
-rw-r--r-- | servers/rendering/renderer_rd/renderer_storage_rd.cpp | 8 |
1 files changed, 7 insertions, 1 deletions
diff --git a/servers/rendering/renderer_rd/renderer_storage_rd.cpp b/servers/rendering/renderer_rd/renderer_storage_rd.cpp index 8e79f33dfa..2657fa3ae8 100644 --- a/servers/rendering/renderer_rd/renderer_storage_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_storage_rd.cpp @@ -9388,7 +9388,13 @@ RendererStorageRD::RendererStorageRD() { // default material and shader for particles shader particles_shader.default_shader = shader_allocate(); shader_initialize(particles_shader.default_shader); - shader_set_code(particles_shader.default_shader, "shader_type particles; void process() { COLOR = vec4(1.0); } \n"); + shader_set_code(particles_shader.default_shader, R"( +shader_type particles; + +void process() { + COLOR = vec4(1.0); +} +)"); particles_shader.default_material = material_allocate(); material_initialize(particles_shader.default_material); material_set_shader(particles_shader.default_material, particles_shader.default_shader); |