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| author | Juan Linietsky | 2017-01-01 22:16:52 -0300 |
|---|---|---|
| committer | Juan Linietsky | 2017-01-01 22:16:52 -0300 |
| commit | c2a217c3501b8006a3d2cdf2c678e33def15f275 (patch) | |
| tree | 9f0b2d128ef5c97d4632e387041079e59c193fd7 /servers/visual/shader_types.cpp | |
| parent | a62c99c4e4325ca0c015d731f2bcb9b07410bb65 (diff) | |
| download | godot-c2a217c3501b8006a3d2cdf2c678e33def15f275.tar.gz godot-c2a217c3501b8006a3d2cdf2c678e33def15f275.tar.zst godot-c2a217c3501b8006a3d2cdf2c678e33def15f275.zip | |
Diffstat (limited to 'servers/visual/shader_types.cpp')
| -rw-r--r-- | servers/visual/shader_types.cpp | 18 |
1 files changed, 18 insertions, 0 deletions
diff --git a/servers/visual/shader_types.cpp b/servers/visual/shader_types.cpp index 4872135e2..0eb3e0fc5 100644 --- a/servers/visual/shader_types.cpp +++ b/servers/visual/shader_types.cpp @@ -156,7 +156,25 @@ ShaderTypes::ShaderTypes() shader_modes[VS::SHADER_CANVAS_ITEM].modes.insert("light_only"); + /************ PARTICLES **************************/ + shader_modes[VS::SHADER_PARTICLES].functions["vertex"]["COLOR"]=ShaderLanguage::TYPE_VEC4; + shader_modes[VS::SHADER_PARTICLES].functions["vertex"]["VELOCITY"]=ShaderLanguage::TYPE_VEC3; + shader_modes[VS::SHADER_PARTICLES].functions["vertex"]["MASS"]=ShaderLanguage::TYPE_FLOAT; + shader_modes[VS::SHADER_PARTICLES].functions["vertex"]["ACTIVE"]=ShaderLanguage::TYPE_BOOL; + shader_modes[VS::SHADER_PARTICLES].functions["vertex"]["RESTART"]=ShaderLanguage::TYPE_BOOL; + shader_modes[VS::SHADER_PARTICLES].functions["vertex"]["CUSTOM"]=ShaderLanguage::TYPE_VEC4; + shader_modes[VS::SHADER_PARTICLES].functions["vertex"]["TRANSFORM"]=ShaderLanguage::TYPE_MAT4; + shader_modes[VS::SHADER_PARTICLES].functions["vertex"]["TIME"]=ShaderLanguage::TYPE_FLOAT; + shader_modes[VS::SHADER_PARTICLES].functions["vertex"]["LIFETIME"]=ShaderLanguage::TYPE_FLOAT; + shader_modes[VS::SHADER_PARTICLES].functions["vertex"]["DELTA"]=ShaderLanguage::TYPE_FLOAT; + shader_modes[VS::SHADER_PARTICLES].functions["vertex"]["SEED"]=ShaderLanguage::TYPE_BOOL; + shader_modes[VS::SHADER_PARTICLES].functions["vertex"]["ORIGIN"]=ShaderLanguage::TYPE_MAT4; + shader_modes[VS::SHADER_PARTICLES].functions["vertex"]["INDEX"]=ShaderLanguage::TYPE_INT; + + shader_modes[VS::SHADER_PARTICLES].modes.insert("billboard"); + shader_modes[VS::SHADER_PARTICLES].modes.insert("disable_force"); + shader_modes[VS::SHADER_PARTICLES].modes.insert("disable_velocity"); |
