This site is currently in read-only mode during migration to a new platform.
You cannot post questions, answers or comments, as they would be lost during the migration otherwise.
0 votes

I would like to pass a varying that originates in a particle shader file:

shader_type particles;
varying flat float var;
void vertex() {
    var = 1.0;
    ...
}

To a CanvasItem shader in a separate file:

shader_type canvas_item;
varying flat float var;
void fragment() {
    if (var == 1.0) {
        // do something
        ...
    }
}

Is there a way to do this? Currently the fragment shader can't find the varying var and so var is always 0.

in Engine by (283 points)

Please log in or register to answer this question.

Welcome to Godot Engine Q&A, where you can ask questions and receive answers from other members of the community.

Please make sure to read Frequently asked questions and How to use this Q&A? before posting your first questions.
Social login is currently unavailable. If you've previously logged in with a Facebook or GitHub account, use the I forgot my password link in the login box to set a password for your account. If you still can't access your account, send an email to [email protected] with your username.