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authorhbina085 <hanif.ariffin.4326@gmail.com>2019-06-28 23:09:59 -0400
committerhbina085 <hanif.ariffin.4326@gmail.com>2019-06-29 16:08:48 -0400
commit9f0c6a60095025cb7f67a36ffa81e8709d645a66 (patch)
tree2d4419aaf70b84fe81e26dc9227ef6940437d217 /scene/resources/particles_material.cpp
parent3942c939e3ed152d4cf9647411f34d1bc14cdec2 (diff)
Many fallthrough switch cases now have the FALLTHROUGH macro to tell the compiler that this is intended.
Diffstat (limited to 'scene/resources/particles_material.cpp')
-rw-r--r--scene/resources/particles_material.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/scene/resources/particles_material.cpp b/scene/resources/particles_material.cpp
index a80a57a09c..691d73c181 100644
--- a/scene/resources/particles_material.cpp
+++ b/scene/resources/particles_material.cpp
@@ -184,7 +184,8 @@ void ParticlesMaterial::_update_shader() {
} break;
case EMISSION_SHAPE_DIRECTED_POINTS: {
code += "uniform sampler2D emission_texture_normal : hint_black;\n";
- } //fallthrough
+ FALLTHROUGH;
+ }
case EMISSION_SHAPE_POINTS: {
code += "uniform sampler2D emission_texture_points : hint_black;\n";
code += "uniform int emission_texture_point_count;\n";