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Merge pull request #23899 from BastiaanOlij/fix_particle_active

Remapped ACTIVE to shader_active, now works
Rémi Verschelde 6 years ago
parent
commit
e2caaf1b6d

+ 1 - 1
drivers/gles2/shader_compiler_gles2.cpp

@@ -931,7 +931,7 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
 	actions[VS::SHADER_PARTICLES].renames["COLOR"] = "out_color";
 	actions[VS::SHADER_PARTICLES].renames["VELOCITY"] = "out_velocity_active.xyz";
 	actions[VS::SHADER_PARTICLES].renames["MASS"] = "mass";
-	actions[VS::SHADER_PARTICLES].renames["ACTIVE"] = "active";
+	actions[VS::SHADER_PARTICLES].renames["ACTIVE"] = "shader_active";
 	actions[VS::SHADER_PARTICLES].renames["RESTART"] = "restart";
 	actions[VS::SHADER_PARTICLES].renames["CUSTOM"] = "out_custom";
 	actions[VS::SHADER_PARTICLES].renames["TRANSFORM"] = "xform";

+ 1 - 1
drivers/gles3/shader_compiler_gles3.cpp

@@ -948,7 +948,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
 	actions[VS::SHADER_PARTICLES].renames["COLOR"] = "out_color";
 	actions[VS::SHADER_PARTICLES].renames["VELOCITY"] = "out_velocity_active.xyz";
 	actions[VS::SHADER_PARTICLES].renames["MASS"] = "mass";
-	actions[VS::SHADER_PARTICLES].renames["ACTIVE"] = "active";
+	actions[VS::SHADER_PARTICLES].renames["ACTIVE"] = "shader_active";
 	actions[VS::SHADER_PARTICLES].renames["RESTART"] = "restart";
 	actions[VS::SHADER_PARTICLES].renames["CUSTOM"] = "out_custom";
 	actions[VS::SHADER_PARTICLES].renames["TRANSFORM"] = "xform";