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Fix using post-init shader array constructors #44705

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merged 1 commit into from
Dec 27, 2020

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@Chaosus Chaosus commented Dec 26, 2020

Currently, its impossible to use post-initialized array constructors like:

void fragment() {
  float t[3];
  t = float[3](0.0, 1.0, 0.0); // ERROR
}

or

varying float v[3];

void vertex() {
	v = {0.0, 1.0, 0.0}; // ERROR
}

So, I've fixed it and now it's possible (GLSL support it)

@Chaosus Chaosus added this to the 4.0 milestone Dec 26, 2020
@Chaosus Chaosus requested a review from clayjohn December 26, 2020 18:58
@Chaosus Chaosus force-pushed the shader_fix_array_postinit branch 2 times, most recently from a17e834 to ce7205d Compare December 26, 2020 19:42
@Chaosus Chaosus changed the title Fix using post-init shader array constructors [WIP] Fix using post-init shader array constructors Dec 26, 2020
@Chaosus Chaosus force-pushed the shader_fix_array_postinit branch from ce7205d to bc0e8e7 Compare December 26, 2020 22:07
@Chaosus Chaosus changed the title [WIP] Fix using post-init shader array constructors Fix using post-init shader array constructors Dec 26, 2020
@Chaosus Chaosus merged commit ef4e625 into godotengine:master Dec 27, 2020
@Chaosus Chaosus deleted the shader_fix_array_postinit branch December 27, 2020 05:26
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2 participants