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			16 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			504 lines
		
	
	
	
		
			16 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/**************************************************************************/
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/*  particle_process_material.h                                           */
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/**************************************************************************/
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/*                         This file is part of:                          */
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/*                             GODOT ENGINE                               */
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/*                        https://godotengine.org                         */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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/*                                                                        */
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/* Permission is hereby granted, free of charge, to any person obtaining  */
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/* a copy of this software and associated documentation files (the        */
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/* "Software"), to deal in the Software without restriction, including    */
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/* without limitation the rights to use, copy, modify, merge, publish,    */
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/* distribute, sublicense, and/or sell copies of the Software, and to     */
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/* permit persons to whom the Software is furnished to do so, subject to  */
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/* the following conditions:                                              */
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/*                                                                        */
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/* The above copyright notice and this permission notice shall be         */
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/* included in all copies or substantial portions of the Software.        */
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/*                                                                        */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */
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/**************************************************************************/
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#ifndef PARTICLE_PROCESS_MATERIAL_H
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#define PARTICLE_PROCESS_MATERIAL_H
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#include "core/templates/rid.h"
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#include "core/templates/self_list.h"
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#include "scene/resources/curve_texture.h"
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#include "scene/resources/material.h"
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/*
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 TODO:
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-Path following
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-Emitter positions deformable by bones
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-Proper trails
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*/
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class ParticleProcessMaterial : public Material {
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	GDCLASS(ParticleProcessMaterial, Material);
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public:
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	enum Parameter {
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		PARAM_INITIAL_LINEAR_VELOCITY,
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		PARAM_ANGULAR_VELOCITY,
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		PARAM_ORBIT_VELOCITY,
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		PARAM_LINEAR_ACCEL,
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		PARAM_RADIAL_ACCEL,
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		PARAM_TANGENTIAL_ACCEL,
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		PARAM_DAMPING,
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		PARAM_ANGLE,
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		PARAM_SCALE,
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		PARAM_HUE_VARIATION,
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		PARAM_ANIM_SPEED,
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		PARAM_ANIM_OFFSET,
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		PARAM_TURB_INFLUENCE_OVER_LIFE,
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		PARAM_TURB_VEL_INFLUENCE,
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		PARAM_TURB_INIT_DISPLACEMENT,
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		PARAM_RADIAL_VELOCITY,
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		PARAM_DIRECTIONAL_VELOCITY,
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		PARAM_SCALE_OVER_VELOCITY,
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		PARAM_MAX
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	};
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	// When extending, make sure not to overflow the size of the MaterialKey below.
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	enum ParticleFlags {
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		PARTICLE_FLAG_ALIGN_Y_TO_VELOCITY,
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		PARTICLE_FLAG_ROTATE_Y,
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		PARTICLE_FLAG_DISABLE_Z,
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		PARTICLE_FLAG_DAMPING_AS_FRICTION,
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		PARTICLE_FLAG_MAX
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	};
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	// When extending, make sure not to overflow the size of the MaterialKey below.
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	enum EmissionShape {
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		EMISSION_SHAPE_POINT,
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		EMISSION_SHAPE_SPHERE,
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		EMISSION_SHAPE_SPHERE_SURFACE,
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		EMISSION_SHAPE_BOX,
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		EMISSION_SHAPE_POINTS,
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		EMISSION_SHAPE_DIRECTED_POINTS,
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		EMISSION_SHAPE_RING,
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		EMISSION_SHAPE_MAX
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	};
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	// When extending, make sure not to overflow the size of the MaterialKey below.
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	enum SubEmitterMode {
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		SUB_EMITTER_DISABLED,
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		SUB_EMITTER_CONSTANT,
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		SUB_EMITTER_AT_END,
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		SUB_EMITTER_AT_COLLISION,
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		SUB_EMITTER_MAX
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	};
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	// When extending, make sure not to overflow the size of the MaterialKey below.
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	enum CollisionMode {
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		COLLISION_DISABLED,
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		COLLISION_RIGID,
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		COLLISION_HIDE_ON_CONTACT,
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		COLLISION_MAX
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	};
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private:
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	struct MaterialKey {
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		// The bit size of the struct must be kept below or equal to 64 bits.
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		// Consider this when extending ParticleFlags, EmissionShape, or SubEmitterMode.
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		uint64_t texture_mask : PARAM_MAX;
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		uint64_t texture_color : 1;
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		uint64_t particle_flags : PARTICLE_FLAG_MAX;
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		uint64_t emission_shape : 3;
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		uint64_t invalid_key : 1;
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		uint64_t has_emission_color : 1;
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		uint64_t sub_emitter : 2;
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		uint64_t attractor_enabled : 1;
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		uint64_t collision_mode : 2;
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		uint64_t collision_scale : 1;
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		uint64_t turbulence_enabled : 1;
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		uint64_t limiter_curve : 1;
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		uint64_t alpha_curve : 1;
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		uint64_t emission_curve : 1;
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		uint64_t has_initial_ramp : 1;
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		uint64_t orbit_uses_curve_xyz : 1;
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		MaterialKey() {
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			memset(this, 0, sizeof(MaterialKey));
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		}
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		static uint32_t hash(const MaterialKey &p_key) {
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			return hash_djb2_buffer((const uint8_t *)&p_key, sizeof(MaterialKey));
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		}
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		bool operator==(const MaterialKey &p_key) const {
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			return memcmp(this, &p_key, sizeof(MaterialKey)) == 0;
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		}
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		bool operator<(const MaterialKey &p_key) const {
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			return memcmp(this, &p_key, sizeof(MaterialKey)) < 0;
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		}
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	};
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	struct ShaderData {
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		RID shader;
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		int users = 0;
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	};
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	static HashMap<MaterialKey, ShaderData, MaterialKey> shader_map;
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	MaterialKey current_key;
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	_FORCE_INLINE_ MaterialKey _compute_key() const {
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		MaterialKey mk;
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		mk.texture_color = color_ramp.is_valid() ? 1 : 0;
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		mk.emission_shape = emission_shape;
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		mk.has_emission_color = emission_shape >= EMISSION_SHAPE_POINTS && emission_color_texture.is_valid();
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		mk.sub_emitter = sub_emitter_mode;
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		mk.collision_mode = collision_mode;
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		mk.attractor_enabled = attractor_interaction_enabled;
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		mk.collision_scale = collision_scale;
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		mk.turbulence_enabled = turbulence_enabled;
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		mk.limiter_curve = velocity_limit_curve.is_valid() ? 1 : 0;
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		mk.alpha_curve = alpha_curve.is_valid() ? 1 : 0;
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		mk.emission_curve = emission_curve.is_valid() ? 1 : 0;
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		mk.has_initial_ramp = color_initial_ramp.is_valid() ? 1 : 0;
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		CurveXYZTexture *texture = Object::cast_to<CurveXYZTexture>(tex_parameters[PARAM_ORBIT_VELOCITY].ptr());
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		mk.orbit_uses_curve_xyz = texture ? 1 : 0;
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		for (int i = 0; i < PARAM_MAX; i++) {
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			if (tex_parameters[i].is_valid()) {
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				mk.texture_mask |= ((uint64_t)1 << i);
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			}
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		}
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		for (int i = 0; i < PARTICLE_FLAG_MAX; i++) {
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			if (particle_flags[i]) {
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				mk.particle_flags |= ((uint64_t)1 << i);
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			}
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		}
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		return mk;
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	}
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	static Mutex material_mutex;
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	static SelfList<ParticleProcessMaterial>::List *dirty_materials;
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	struct ShaderNames {
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		StringName direction;
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		StringName spread;
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		StringName flatness;
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		StringName initial_linear_velocity_min;
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		StringName initial_angle_min;
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		StringName angular_velocity_min;
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		StringName orbit_velocity_min;
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		StringName radial_velocity_min;
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		StringName linear_accel_min;
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		StringName radial_accel_min;
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		StringName tangent_accel_min;
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		StringName damping_min;
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		StringName scale_min;
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		StringName scale_over_velocity_min;
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		StringName hue_variation_min;
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		StringName anim_speed_min;
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		StringName anim_offset_min;
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		StringName directional_velocity_min;
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		StringName initial_linear_velocity_max;
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		StringName initial_angle_max;
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		StringName angular_velocity_max;
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		StringName orbit_velocity_max;
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		StringName radial_velocity_max;
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		StringName linear_accel_max;
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		StringName radial_accel_max;
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		StringName tangent_accel_max;
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		StringName damping_max;
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		StringName scale_max;
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		StringName scale_over_velocity_max;
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		StringName hue_variation_max;
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		StringName anim_speed_max;
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		StringName anim_offset_max;
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		StringName directional_velocity_max;
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		StringName angle_texture;
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		StringName angular_velocity_texture;
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		StringName orbit_velocity_texture;
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		StringName radial_velocity_texture;
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		StringName linear_accel_texture;
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		StringName radial_accel_texture;
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		StringName tangent_accel_texture;
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		StringName damping_texture;
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		StringName scale_texture;
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		StringName scale_over_velocity_texture;
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		StringName hue_variation_texture;
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		StringName anim_speed_texture;
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		StringName anim_offset_texture;
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		StringName velocity_limiter_texture;
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		StringName directional_velocity_texture;
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		StringName color;
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		StringName color_ramp;
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		StringName alpha_ramp;
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		StringName emission_ramp;
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		StringName color_initial_ramp;
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		StringName velocity_limit_curve;
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		StringName velocity_pivot;
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		StringName emission_sphere_radius;
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		StringName emission_box_extents;
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		StringName emission_texture_point_count;
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		StringName emission_texture_points;
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		StringName emission_texture_normal;
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		StringName emission_texture_color;
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		StringName emission_ring_axis;
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		StringName emission_ring_height;
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		StringName emission_ring_radius;
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		StringName emission_ring_inner_radius;
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		StringName emission_shape_offset;
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		StringName emission_shape_scale;
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		StringName turbulence_enabled;
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		StringName turbulence_noise_strength;
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		StringName turbulence_noise_scale;
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		StringName turbulence_noise_speed;
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		StringName turbulence_noise_speed_random;
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		StringName turbulence_influence_over_life;
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		StringName turbulence_influence_min;
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		StringName turbulence_influence_max;
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		StringName turbulence_initial_displacement_min;
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		StringName turbulence_initial_displacement_max;
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		StringName gravity;
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		StringName inherit_emitter_velocity_ratio;
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		StringName lifetime_randomness;
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		StringName sub_emitter_frequency;
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		StringName sub_emitter_amount_at_end;
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		StringName sub_emitter_amount_at_collision;
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		StringName sub_emitter_keep_velocity;
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		StringName collision_friction;
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		StringName collision_bounce;
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	};
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	static ShaderNames *shader_names;
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	SelfList<ParticleProcessMaterial> element;
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	void _update_shader();
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	_FORCE_INLINE_ void _queue_shader_change();
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	_FORCE_INLINE_ bool _is_shader_dirty() const;
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	Vector3 direction;
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	float spread = 0.0f;
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	float flatness = 0.0f;
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	float params_min[PARAM_MAX] = {};
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	float params_max[PARAM_MAX] = {};
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	float params[PARAM_MAX] = {};
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	Ref<Texture2D> tex_parameters[PARAM_MAX];
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	Color color;
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	Ref<Texture2D> color_ramp;
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	Ref<Texture2D> alpha_curve;
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	Ref<Texture2D> emission_curve;
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	Ref<Texture2D> color_initial_ramp;
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	Ref<Texture2D> velocity_limit_curve;
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	bool directional_velocity_global = false;
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	Vector3 velocity_pivot;
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	bool particle_flags[PARTICLE_FLAG_MAX];
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	EmissionShape emission_shape;
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	float emission_sphere_radius = 0.0f;
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	Vector3 emission_box_extents;
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	Ref<Texture2D> emission_point_texture;
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	Ref<Texture2D> emission_normal_texture;
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	Ref<Texture2D> emission_color_texture;
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	Vector3 emission_ring_axis;
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	real_t emission_ring_height = 0.0f;
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	real_t emission_ring_radius = 0.0f;
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	real_t emission_ring_inner_radius = 0.0f;
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	int emission_point_count = 1;
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	Vector3 emission_shape_offset;
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	Vector3 emission_shape_scale;
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	bool anim_loop = false;
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	bool turbulence_enabled;
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	Vector3 turbulence_noise_speed;
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	Ref<Texture2D> turbulence_color_ramp;
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	float turbulence_noise_strength = 0.0f;
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	float turbulence_noise_scale = 0.0f;
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	float turbulence_noise_speed_random = 0.0f;
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	Vector3 gravity;
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	double lifetime_randomness = 0.0;
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	double inherit_emitter_velocity_ratio = 0.0;
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	SubEmitterMode sub_emitter_mode;
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	double sub_emitter_frequency = 0.0;
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	int sub_emitter_amount_at_end = 0;
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	int sub_emitter_amount_at_collision = 0;
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	bool sub_emitter_keep_velocity = false;
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	//do not save emission points here
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	bool attractor_interaction_enabled = false;
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	CollisionMode collision_mode;
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	bool collision_scale = false;
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	float collision_friction = 0.0f;
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	float collision_bounce = 0.0f;
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protected:
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	static void _bind_methods();
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	void _validate_property(PropertyInfo &p_property) const;
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public:
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	void set_direction(Vector3 p_direction);
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	Vector3 get_direction() const;
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	void set_spread(float p_spread);
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	float get_spread() const;
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	void set_flatness(float p_flatness);
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	float get_flatness() const;
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	void set_velocity_pivot(const Vector3 &p_pivot);
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	Vector3 get_velocity_pivot();
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	void set_param_min(Parameter p_param, float p_value);
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	float get_param_min(Parameter p_param) const;
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						|
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	void set_param_max(Parameter p_param, float p_value);
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	float get_param_max(Parameter p_param) const;
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						|
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	void set_param_texture(Parameter p_param, const Ref<Texture2D> &p_texture);
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	Ref<Texture2D> get_param_texture(Parameter p_param) const;
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						|
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	void set_velocity_limit_curve(const Ref<Texture2D> &p_texture);
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	Ref<Texture2D> get_velocity_limit_curve() const;
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	void set_alpha_curve(const Ref<Texture2D> &p_texture);
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	Ref<Texture2D> get_alpha_curve() const;
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	void set_color(const Color &p_color);
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	Color get_color() const;
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	void set_color_ramp(const Ref<Texture2D> &p_texture);
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	Ref<Texture2D> get_color_ramp() const;
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	void set_color_initial_ramp(const Ref<Texture2D> &p_texture);
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	Ref<Texture2D> get_color_initial_ramp() const;
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	void set_emission_curve(const Ref<Texture2D> &p_texture);
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	Ref<Texture2D> get_emission_curve() const;
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						|
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	void set_particle_flag(ParticleFlags p_particle_flag, bool p_enable);
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						|
	bool get_particle_flag(ParticleFlags p_particle_flag) const;
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						|
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	void set_emission_shape(EmissionShape p_shape);
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						|
	void set_emission_sphere_radius(real_t p_radius);
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						|
	void set_emission_box_extents(Vector3 p_extents);
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						|
	void set_emission_point_texture(const Ref<Texture2D> &p_points);
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						|
	void set_emission_normal_texture(const Ref<Texture2D> &p_normals);
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						|
	void set_emission_color_texture(const Ref<Texture2D> &p_colors);
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	void set_emission_ring_axis(Vector3 p_axis);
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	void set_emission_ring_height(real_t p_height);
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	void set_emission_ring_radius(real_t p_radius);
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	void set_emission_ring_inner_radius(real_t p_radius);
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	void set_emission_point_count(int p_count);
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	EmissionShape get_emission_shape() const;
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	real_t get_emission_sphere_radius() const;
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	Vector3 get_emission_box_extents() const;
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	Ref<Texture2D> get_emission_point_texture() const;
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	Ref<Texture2D> get_emission_normal_texture() const;
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	Ref<Texture2D> get_emission_color_texture() const;
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	Vector3 get_emission_ring_axis() const;
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	real_t get_emission_ring_height() const;
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	real_t get_emission_ring_radius() const;
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	real_t get_emission_ring_inner_radius() const;
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	int get_emission_point_count() const;
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	void set_turbulence_enabled(bool p_turbulence_enabled);
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	void set_turbulence_noise_strength(float p_turbulence_noise_strength);
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	void set_turbulence_noise_scale(float p_turbulence_noise_scale);
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	void set_turbulence_noise_speed_random(float p_turbulence_noise_speed_random);
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	void set_turbulence_noise_speed(const Vector3 &p_turbulence_noise_speed);
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	bool get_turbulence_enabled() const;
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	float get_turbulence_noise_strength() const;
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	float get_turbulence_noise_scale() const;
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	float get_turbulence_noise_speed_random() const;
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	Vector3 get_turbulence_noise_speed() const;
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	void set_gravity(const Vector3 &p_gravity);
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	Vector3 get_gravity() const;
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	void set_lifetime_randomness(double p_lifetime);
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	double get_lifetime_randomness() const;
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	void set_inherit_velocity_ratio(double p_ratio);
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	double get_inherit_velocity_ratio();
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						|
	void set_attractor_interaction_enabled(bool p_enable);
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	bool is_attractor_interaction_enabled() const;
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	void set_collision_mode(CollisionMode p_collision_mode);
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	CollisionMode get_collision_mode() const;
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						|
	void set_collision_use_scale(bool p_scale);
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						|
	bool is_collision_using_scale() const;
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						|
	void set_collision_friction(float p_friction);
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	float get_collision_friction() const;
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						|
	void set_collision_bounce(float p_bounce);
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						|
	float get_collision_bounce() const;
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						|
	static void init_shaders();
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						|
	static void finish_shaders();
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						|
	static void flush_changes();
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						|
	void set_sub_emitter_mode(SubEmitterMode p_sub_emitter_mode);
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						|
	SubEmitterMode get_sub_emitter_mode() const;
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 | 
						|
	void set_sub_emitter_frequency(double p_frequency);
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						|
	double get_sub_emitter_frequency() const;
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						|
	void set_sub_emitter_amount_at_end(int p_amount);
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						|
	int get_sub_emitter_amount_at_end() const;
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						|
 | 
						|
	void set_sub_emitter_amount_at_collision(int p_amount);
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						|
	int get_sub_emitter_amount_at_collision() const;
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						|
 | 
						|
	void set_sub_emitter_keep_velocity(bool p_enable);
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						|
	bool get_sub_emitter_keep_velocity() const;
 | 
						|
 | 
						|
	void set_emission_shape_offset(const Vector3 &p_emission_shape_offset);
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						|
	Vector3 get_emission_shape_offset() const;
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						|
	void set_emission_shape_scale(const Vector3 &p_emission_shape_scale);
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						|
	Vector3 get_emission_shape_scale() const;
 | 
						|
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						|
	virtual RID get_shader_rid() const override;
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						|
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						|
	virtual Shader::Mode get_shader_mode() const override;
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						|
 | 
						|
	ParticleProcessMaterial();
 | 
						|
	~ParticleProcessMaterial();
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						|
};
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						|
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						|
VARIANT_ENUM_CAST(ParticleProcessMaterial::Parameter)
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						|
VARIANT_ENUM_CAST(ParticleProcessMaterial::ParticleFlags)
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						|
VARIANT_ENUM_CAST(ParticleProcessMaterial::EmissionShape)
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						|
VARIANT_ENUM_CAST(ParticleProcessMaterial::SubEmitterMode)
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						|
VARIANT_ENUM_CAST(ParticleProcessMaterial::CollisionMode)
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#endif // PARTICLE_PROCESS_MATERIAL_H
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