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
.