Warn users when assigning VERTEX directly to POSITION due to compatibility breakage from reverse z changes
This commit is contained in:
@@ -637,6 +637,9 @@
|
||||
<member name="debug/shader_language/warnings/formatting_error" type="bool" setter="" getter="" default="true">
|
||||
When set to [code]true[/code], produces a warning upon encountering certain formatting errors. Currently this only checks for empty statements. More formatting errors may be added over time.
|
||||
</member>
|
||||
<member name="debug/shader_language/warnings/magic_position_write" type="bool" setter="" getter="" default="true">
|
||||
When set to [code]true[/code], produces a warning when the shader contains [code]POSITION = vec4(vertex,[/code] as this was very common code written in Godot 4.2 and earlier that was paired with a QuadMesh to produce a full screen post processes pass. With the switch to reversed z in 4.3, this trick no longer works, as it implicitly relied on the [code]VERTEX.z[/code] being 0.
|
||||
</member>
|
||||
<member name="debug/shader_language/warnings/treat_warnings_as_errors" type="bool" setter="" getter="" default="false">
|
||||
When set to [code]true[/code], warnings are treated as errors.
|
||||
</member>
|
||||
|
||||
Reference in New Issue
Block a user