Merge pull request #45121 from Chaosus/shader_emit

Renamed `emit_particle` to `emit_subparticle` shader function
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Rémi Verschelde 2021-01-12 19:33:29 +01:00 committed by GitHub
commit ab1503c9d5
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GPG key ID: 4AEE18F83AFDEB23
4 changed files with 4 additions and 4 deletions

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@ -646,7 +646,7 @@ void ParticlesMaterial::_update_shader() {
code += " for(int i=0;i<emit_count;i++) {\n";
code += " uint flags = FLAG_EMIT_POSITION|FLAG_EMIT_ROT_SCALE;\n";
code += " if (sub_emitter_keep_velocity) flags|=FLAG_EMIT_VELOCITY;\n";
code += " emit_particle(TRANSFORM,VELOCITY,vec4(0.0),vec4(0.0),flags);\n";
code += " emit_subparticle(TRANSFORM,VELOCITY,vec4(0.0),vec4(0.0),flags);\n";
code += " }";
}

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@ -8780,7 +8780,7 @@ RendererStorageRD::RendererStorageRD() {
actions.renames["RESTART_VELOCITY"] = "restart_velocity";
actions.renames["RESTART_COLOR"] = "restart_color";
actions.renames["RESTART_CUSTOM"] = "restart_custom";
actions.renames["emit_particle"] = "emit_particle";
actions.renames["emit_subparticle"] = "emit_subparticle";
actions.renames["COLLIDED"] = "collided";
actions.renames["COLLISION_NORMAL"] = "collision_normal";
actions.renames["COLLISION_DEPTH"] = "collision_depth";

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@ -173,7 +173,7 @@ uint hash(uint x) {
return x;
}
bool emit_particle(mat4 p_xform, vec3 p_velocity, vec4 p_color, vec4 p_custom, uint p_flags) {
bool emit_subparticle(mat4 p_xform, vec3 p_velocity, vec4 p_color, vec4 p_custom, uint p_flags) {
if (!params.can_emit) {
return false;
}

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@ -347,7 +347,7 @@ ShaderTypes::ShaderTypes() {
emit_vertex_func.arguments.push_back(ShaderLanguage::StageFunctionInfo::Argument("custom", ShaderLanguage::TYPE_VEC4));
emit_vertex_func.arguments.push_back(ShaderLanguage::StageFunctionInfo::Argument("flags", ShaderLanguage::TYPE_UINT));
emit_vertex_func.return_type = ShaderLanguage::TYPE_BOOL; //whether it could emit
shader_modes[RS::SHADER_PARTICLES].functions["compute"].stage_functions["emit_particle"] = emit_vertex_func;
shader_modes[RS::SHADER_PARTICLES].functions["compute"].stage_functions["emit_subparticle"] = emit_vertex_func;
}
shader_modes[RS::SHADER_PARTICLES].modes.push_back("collision_use_scale");