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authorreduz <reduzio@gmail.com>2021-04-13 17:01:43 -0300
committerreduz <reduzio@gmail.com>2021-04-14 11:37:52 -0300
commitd3b49c416ab0f2009bb41a035f8171726f892cce (patch)
tree12b9832f1840a72c886680cadd55a7b6bcf74cd3 /scene/resources/particles_material.cpp
parent8ce0fb0a946455ed6a7bc8a54fcf90a9d5a9ae4d (diff)
Refactor GLSL shader compilation
-Used a more consistent set of keywords for the shader -Remove all harcoded entry points -Re-wrote the GLSL shader parser, new system is more flexible. Allows any entry point organization. -Entry point for sky shaders is now sky(). -Entry point for particle shaders is now process().
Diffstat (limited to 'scene/resources/particles_material.cpp')
-rw-r--r--scene/resources/particles_material.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/scene/resources/particles_material.cpp b/scene/resources/particles_material.cpp
index 195ce070a7..6a65173176 100644
--- a/scene/resources/particles_material.cpp
+++ b/scene/resources/particles_material.cpp
@@ -289,7 +289,7 @@ void ParticlesMaterial::_update_shader() {
code += "}\n";
code += "\n";
- code += "void compute() {\n";
+ code += "void process() {\n";
code += " uint base_number = NUMBER;\n";
code += " uint alt_seed = hash(base_number + uint(1) + RANDOM_SEED);\n";
code += " float angle_rand = rand_from_seed(alt_seed);\n";