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-rw-r--r--servers/rendering/shader_types.cpp5
1 files changed, 5 insertions, 0 deletions
diff --git a/servers/rendering/shader_types.cpp b/servers/rendering/shader_types.cpp
index 6d473a75f2..f1209d9d6d 100644
--- a/servers/rendering/shader_types.cpp
+++ b/servers/rendering/shader_types.cpp
@@ -295,6 +295,10 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["RESTART_VELOCITY"] = constt(ShaderLanguage::TYPE_BOOL);
shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["RESTART_COLOR"] = constt(ShaderLanguage::TYPE_BOOL);
shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["RESTART_CUSTOM"] = constt(ShaderLanguage::TYPE_BOOL);
+ shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["COLLIDED"] = constt(ShaderLanguage::TYPE_BOOL);
+ shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["COLLISION_NORMAL"] = constt(ShaderLanguage::TYPE_VEC3);
+ shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["COLLISION_DEPTH"] = constt(ShaderLanguage::TYPE_FLOAT);
+ shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["ATTRACTOR_FORCE"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RS::SHADER_PARTICLES].functions["compute"].can_discard = false;
{
@@ -308,6 +312,7 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_PARTICLES].functions["compute"].stage_functions["emit_particle"] = emit_vertex_func;
}
+ shader_modes[RS::SHADER_PARTICLES].modes.push_back("collision_use_scale");
shader_modes[RS::SHADER_PARTICLES].modes.push_back("disable_force");
shader_modes[RS::SHADER_PARTICLES].modes.push_back("disable_velocity");
shader_modes[RS::SHADER_PARTICLES].modes.push_back("keep_data");