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Added 2D boolean hint for particle emitters in visual shaders
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@@ -199,6 +199,10 @@ Vector<StringName> VisualShaderNode::get_editable_properties() const {
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return Vector<StringName>();
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}
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Map<StringName, String> VisualShaderNode::get_editable_properties_names() const {
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return Map<StringName, String>();
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}
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Array VisualShaderNode::get_default_input_values() const {
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Array ret;
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for (const KeyValue<int, Variant> &E : default_input_values) {
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@@ -1922,6 +1926,10 @@ void VisualShader::_update_shader() const {
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global_compute_code += " return mat4(vec4(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s, 0), vec4(oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s, 0), vec4(oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c, 0), vec4(0, 0, 0, 1));\n";
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global_compute_code += "}\n\n";
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global_compute_code += "vec2 __get_random_unit_vec2(inout uint seed) {\n";
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global_compute_code += " return normalize(vec2(__rand_from_seed_m1_p1(seed), __rand_from_seed_m1_p1(seed)));\n";
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global_compute_code += "}\n\n";
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global_compute_code += "vec3 __get_random_unit_vec3(inout uint seed) {\n";
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global_compute_code += " return normalize(vec3(__rand_from_seed_m1_p1(seed), __rand_from_seed_m1_p1(seed), __rand_from_seed_m1_p1(seed)));\n";
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global_compute_code += "}\n\n";
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