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authorRémi Verschelde <rverschelde@gmail.com>2023-10-10 22:48:50 +0200
committerRémi Verschelde <rverschelde@gmail.com>2023-10-10 22:48:50 +0200
commit55282ddc106cb0b2fd8750e710fbd49efab5f56a (patch)
tree779c65b521798db5ff8e0321b71ae6f3d65d7721 /servers/rendering/shader_types.cpp
parentc5291a3555343e8aa5aefa1c7e17f2ad05ee1fc9 (diff)
parentc228fe1a0d7cf9dc65404f63cddbc0dd85959f2e (diff)
downloadredot-engine-55282ddc106cb0b2fd8750e710fbd49efab5f56a.tar.gz
Merge pull request #79527 from QbieShay/qbe/particles-rework
Particle internal refactor and additions for more artistic control
Diffstat (limited to 'servers/rendering/shader_types.cpp')
-rw-r--r--servers/rendering/shader_types.cpp6
1 files changed, 6 insertions, 0 deletions
diff --git a/servers/rendering/shader_types.cpp b/servers/rendering/shader_types.cpp
index 38574b0597..a6b4646f43 100644
--- a/servers/rendering/shader_types.cpp
+++ b/servers/rendering/shader_types.cpp
@@ -348,6 +348,8 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_PARTICLES].functions["start"].built_ins["NUMBER"] = constt(ShaderLanguage::TYPE_UINT);
shader_modes[RS::SHADER_PARTICLES].functions["start"].built_ins["INDEX"] = constt(ShaderLanguage::TYPE_UINT);
shader_modes[RS::SHADER_PARTICLES].functions["start"].built_ins["EMISSION_TRANSFORM"] = constt(ShaderLanguage::TYPE_MAT4);
+ shader_modes[RS::SHADER_PARTICLES].functions["start"].built_ins["EMITTER_VELOCITY"] = constt(ShaderLanguage::TYPE_VEC3);
+ shader_modes[RS::SHADER_PARTICLES].functions["start"].built_ins["INTERPOLATE_TO_END"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[RS::SHADER_PARTICLES].functions["start"].built_ins["RANDOM_SEED"] = constt(ShaderLanguage::TYPE_UINT);
shader_modes[RS::SHADER_PARTICLES].functions["start"].built_ins["FLAG_EMIT_POSITION"] = constt(ShaderLanguage::TYPE_UINT);
shader_modes[RS::SHADER_PARTICLES].functions["start"].built_ins["FLAG_EMIT_ROT_SCALE"] = constt(ShaderLanguage::TYPE_UINT);
@@ -359,6 +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"].main_function = true;
shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC4;
@@ -379,6 +382,8 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["NUMBER"] = constt(ShaderLanguage::TYPE_UINT);
shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["INDEX"] = constt(ShaderLanguage::TYPE_UINT);
shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["EMISSION_TRANSFORM"] = constt(ShaderLanguage::TYPE_MAT4);
+ shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["EMITTER_VELOCITY"] = constt(ShaderLanguage::TYPE_VEC3);
+ shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["INTERPOLATE_TO_END"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["RANDOM_SEED"] = constt(ShaderLanguage::TYPE_UINT);
shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["FLAG_EMIT_POSITION"] = constt(ShaderLanguage::TYPE_UINT);
shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["FLAG_EMIT_ROT_SCALE"] = constt(ShaderLanguage::TYPE_UINT);
@@ -389,6 +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"].main_function = true;
{