Make AMOUNT_RATIO constant in the shader language specification.

Writing to it doesn't do anything and will crash the compatibility backend.
This commit is contained in:
clayjohn 2023-11-19 14:36:26 +01:00
parent 59457685c1
commit 8a95b2956f
1 changed files with 2 additions and 2 deletions

View File

@ -361,7 +361,7 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_PARTICLES].functions["start"].built_ins["RESTART_VELOCITY"] = constt(ShaderLanguage::TYPE_BOOL); shader_modes[RS::SHADER_PARTICLES].functions["start"].built_ins["RESTART_VELOCITY"] = constt(ShaderLanguage::TYPE_BOOL);
shader_modes[RS::SHADER_PARTICLES].functions["start"].built_ins["RESTART_COLOR"] = constt(ShaderLanguage::TYPE_BOOL); shader_modes[RS::SHADER_PARTICLES].functions["start"].built_ins["RESTART_COLOR"] = constt(ShaderLanguage::TYPE_BOOL);
shader_modes[RS::SHADER_PARTICLES].functions["start"].built_ins["RESTART_CUSTOM"] = constt(ShaderLanguage::TYPE_BOOL); shader_modes[RS::SHADER_PARTICLES].functions["start"].built_ins["RESTART_CUSTOM"] = constt(ShaderLanguage::TYPE_BOOL);
shader_modes[RS::SHADER_PARTICLES].functions["start"].built_ins["AMOUNT_RATIO"] = ShaderLanguage::TYPE_FLOAT; shader_modes[RS::SHADER_PARTICLES].functions["start"].built_ins["AMOUNT_RATIO"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[RS::SHADER_PARTICLES].functions["start"].main_function = true; shader_modes[RS::SHADER_PARTICLES].functions["start"].main_function = true;
shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC4; shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC4;
@ -394,7 +394,7 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["COLLISION_NORMAL"] = constt(ShaderLanguage::TYPE_VEC3); shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["COLLISION_NORMAL"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["COLLISION_DEPTH"] = constt(ShaderLanguage::TYPE_FLOAT); shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["COLLISION_DEPTH"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["ATTRACTOR_FORCE"] = constt(ShaderLanguage::TYPE_VEC3); shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["ATTRACTOR_FORCE"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["AMOUNT_RATIO"] = ShaderLanguage::TYPE_FLOAT; shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["AMOUNT_RATIO"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[RS::SHADER_PARTICLES].functions["process"].main_function = true; shader_modes[RS::SHADER_PARTICLES].functions["process"].main_function = true;
{ {