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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)

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