Refactor particle_process_material to use c++11 long string literals #105508
+706
−593
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simple refactor of ParticleMaterial shader to use use c++ 11 long strings
In pratice, for blocks of > 3 lines, use :
instead of
tested by creating different ParticleMaterials, converting them to ShaderMaterial and diffing the generated code with stock Godot
( it adds some endlines, I don't think that matters overmuch)