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Merge pull request #45121 from Chaosus/shader_emit

Renamed `emit_particle` to `emit_subparticle` shader function
Rémi Verschelde 4 年之前
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ab1503c9d5

+ 1 - 1
scene/resources/particles_material.cpp

@@ -646,7 +646,7 @@ void ParticlesMaterial::_update_shader() {
 		code += "	for(int i=0;i<emit_count;i++) {\n";
 		code += "		uint flags = FLAG_EMIT_POSITION|FLAG_EMIT_ROT_SCALE;\n";
 		code += "		if (sub_emitter_keep_velocity) flags|=FLAG_EMIT_VELOCITY;\n";
-		code += "		emit_particle(TRANSFORM,VELOCITY,vec4(0.0),vec4(0.0),flags);\n";
+		code += "		emit_subparticle(TRANSFORM,VELOCITY,vec4(0.0),vec4(0.0),flags);\n";
 		code += "	}";
 	}
 

+ 1 - 1
servers/rendering/renderer_rd/renderer_storage_rd.cpp

@@ -8780,7 +8780,7 @@ RendererStorageRD::RendererStorageRD() {
 		actions.renames["RESTART_VELOCITY"] = "restart_velocity";
 		actions.renames["RESTART_COLOR"] = "restart_color";
 		actions.renames["RESTART_CUSTOM"] = "restart_custom";
-		actions.renames["emit_particle"] = "emit_particle";
+		actions.renames["emit_subparticle"] = "emit_subparticle";
 		actions.renames["COLLIDED"] = "collided";
 		actions.renames["COLLISION_NORMAL"] = "collision_normal";
 		actions.renames["COLLISION_DEPTH"] = "collision_depth";

+ 1 - 1
servers/rendering/renderer_rd/shaders/particles.glsl

@@ -173,7 +173,7 @@ uint hash(uint x) {
 	return x;
 }
 
-bool emit_particle(mat4 p_xform, vec3 p_velocity, vec4 p_color, vec4 p_custom, uint p_flags) {
+bool emit_subparticle(mat4 p_xform, vec3 p_velocity, vec4 p_color, vec4 p_custom, uint p_flags) {
 	if (!params.can_emit) {
 		return false;
 	}

+ 1 - 1
servers/rendering/shader_types.cpp

@@ -347,7 +347,7 @@ ShaderTypes::ShaderTypes() {
 		emit_vertex_func.arguments.push_back(ShaderLanguage::StageFunctionInfo::Argument("custom", ShaderLanguage::TYPE_VEC4));
 		emit_vertex_func.arguments.push_back(ShaderLanguage::StageFunctionInfo::Argument("flags", ShaderLanguage::TYPE_UINT));
 		emit_vertex_func.return_type = ShaderLanguage::TYPE_BOOL; //whether it could emit
-		shader_modes[RS::SHADER_PARTICLES].functions["compute"].stage_functions["emit_particle"] = emit_vertex_func;
+		shader_modes[RS::SHADER_PARTICLES].functions["compute"].stage_functions["emit_subparticle"] = emit_vertex_func;
 	}
 
 	shader_modes[RS::SHADER_PARTICLES].modes.push_back("collision_use_scale");