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authorHugo Locurcio <hugo.locurcio@hugo.pro>2021-03-24 19:50:41 +0100
committerHugo Locurcio <hugo.locurcio@hugo.pro>2021-03-24 21:33:44 +0100
commitb191a7547c0bc6b14ab7e37e7cd36d37ec6dc276 (patch)
treeb05275cbd2aebe7bd6872c543f7d501cf407a720 /scene/resources/shader.cpp
parent9a64d6b2b2001920affdaedd0fb8c0bc6074b13a (diff)
Rename the `.shader` file extension to `.gdshader`
This lets third-party software recognize Godot shaders more easily, without relying on guesswork since the `.shader` extension is generic.
Diffstat (limited to 'scene/resources/shader.cpp')
-rw-r--r--scene/resources/shader.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/scene/resources/shader.cpp b/scene/resources/shader.cpp
index 77c6199794..0ad21b0f0f 100644
--- a/scene/resources/shader.cpp
+++ b/scene/resources/shader.cpp
@@ -184,7 +184,7 @@ RES ResourceFormatLoaderShader::load(const String &p_path, const String &p_origi
}
void ResourceFormatLoaderShader::get_recognized_extensions(List<String> *p_extensions) const {
- p_extensions->push_back("shader");
+ p_extensions->push_back("gdshader");
}
bool ResourceFormatLoaderShader::handles_type(const String &p_type) const {
@@ -193,7 +193,7 @@ bool ResourceFormatLoaderShader::handles_type(const String &p_type) const {
String ResourceFormatLoaderShader::get_resource_type(const String &p_path) const {
String el = p_path.get_extension().to_lower();
- if (el == "shader") {
+ if (el == "gdshader") {
return "Shader";
}
return "";
@@ -224,7 +224,7 @@ Error ResourceFormatSaverShader::save(const String &p_path, const RES &p_resourc
void ResourceFormatSaverShader::get_recognized_extensions(const RES &p_resource, List<String> *p_extensions) const {
if (const Shader *shader = Object::cast_to<Shader>(*p_resource)) {
if (shader->is_text_shader()) {
- p_extensions->push_back("shader");
+ p_extensions->push_back("gdshader");
}
}
}