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author | Jesse Dubay <jesse@jessedubay.com> | 2019-05-11 10:41:13 -0700 |
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committer | Jesse Dubay <jesse@jessedubay.com> | 2019-05-11 11:01:09 -0700 |
commit | 1b9d26765f88d37ecd21dd3ce7fb1fecda15f4d9 (patch) | |
tree | 2fbfa5d5288f8caa3cdf17cf514e1b117f2aeabc /thirdparty/assimp/contrib/utf8cpp/source/utf8 | |
parent | 89c37dae490b8072a0997bbcab739c45ecb3044d (diff) |
Allow constructing larger data types by swizzling
GLSL allows the construction of larger data types by swizzling smaller
ones, but Godot shading language treated this as an error:
vec2 test2 = vec2(0.0, 1.0);
vec3 test3 = test2.xxx; // error: Invalid member for vec2 expression
This commit updates the expression parser for the 2 and 3-component data
types accordingly.
Fixes #10496
Diffstat (limited to 'thirdparty/assimp/contrib/utf8cpp/source/utf8')
0 files changed, 0 insertions, 0 deletions