mirror of
https://github.com/godotengine/godot
synced 2024-09-04 21:48:31 +00:00
Fix USERDATA built-ins for GLES3 particle shaders
This commit is contained in:
parent
f2045ba822
commit
24b58c655a
|
@ -112,22 +112,22 @@ layout(location = 4) in highp vec4 xform_2;
|
|||
layout(location = 5) in highp vec4 xform_3;
|
||||
#endif
|
||||
#ifdef USERDATA1_USED
|
||||
layout(location = 6) in highp vec4 userdata1;
|
||||
in highp vec4 userdata1;
|
||||
#endif
|
||||
#ifdef USERDATA2_USED
|
||||
layout(location = 7) in highp vec4 userdata2;
|
||||
in highp vec4 userdata2;
|
||||
#endif
|
||||
#ifdef USERDATA3_USED
|
||||
layout(location = 8) in highp vec4 userdata3;
|
||||
in highp vec4 userdata3;
|
||||
#endif
|
||||
#ifdef USERDATA4_USED
|
||||
layout(location = 9) in highp vec4 userdata4;
|
||||
in highp vec4 userdata4;
|
||||
#endif
|
||||
#ifdef USERDATA5_USED
|
||||
layout(location = 10) in highp vec4 userdata5;
|
||||
in highp vec4 userdata5;
|
||||
#endif
|
||||
#ifdef USERDATA6_USED
|
||||
layout(location = 11) in highp vec4 userdata6;
|
||||
in highp vec4 userdata6;
|
||||
#endif
|
||||
|
||||
out highp vec4 out_color; //tfb:
|
||||
|
@ -219,6 +219,24 @@ void main() {
|
|||
#endif
|
||||
xform = transpose(xform);
|
||||
flags = floatBitsToUint(velocity_flags.w);
|
||||
#ifdef USERDATA1_USED
|
||||
out_userdata1 = userdata1;
|
||||
#endif
|
||||
#ifdef USERDATA2_USED
|
||||
out_userdata2 = userdata2;
|
||||
#endif
|
||||
#ifdef USERDATA3_USED
|
||||
out_userdata3 = userdata3;
|
||||
#endif
|
||||
#ifdef USERDATA4_USED
|
||||
out_userdata4 = userdata4;
|
||||
#endif
|
||||
#ifdef USERDATA5_USED
|
||||
out_userdata5 = userdata5;
|
||||
#endif
|
||||
#ifdef USERDATA6_USED
|
||||
out_userdata6 = userdata6;
|
||||
#endif
|
||||
}
|
||||
|
||||
//clear started flag if set
|
||||
|
|
|
@ -728,8 +728,10 @@ void ParticlesStorage::_particles_process(Particles *p_particles, double p_delta
|
|||
ParticlesShaderGLES3::ShaderVariant variant = ParticlesShaderGLES3::MODE_DEFAULT;
|
||||
|
||||
uint32_t specialization = 0;
|
||||
for (uint32_t i = 0; i < p_particles->userdata_count; i++) {
|
||||
specialization |= (1 << i);
|
||||
for (uint32_t i = 0; i < PARTICLES_MAX_USERDATAS; i++) {
|
||||
if (m->shader_data->userdatas_used[i]) {
|
||||
specialization |= ParticlesShaderGLES3::USERDATA1_USED << i;
|
||||
}
|
||||
}
|
||||
|
||||
if (p_particles->mode == RS::ParticlesMode::PARTICLES_MODE_3D) {
|
||||
|
|
Loading…
Reference in a new issue