Fix USERDATA
built-ins for GLES3 particle shaders
#89094
Merged
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When using any of USERDATA1-6 in a particle shader with the compatibility renderer, every particle except the first one would glitch out due to a buffer stride mismatch.
This PR addresses that and some related issues:
specialization
for active userdatas, the wrong bit offset was used.USERDATA6
that would give a count of one and henceUSERDATA1
was enabled instead, causing the shader to fail to compile.NOTE: To make it possible to use any of the six userdatas without requiring that 1 is used before 2 and so on, I had to remove the layout locations on the inputs. I don't have nearly enough knowledge to understand if that is safe or if there is a better way. I need a maintainer to give feedback on this.