#does GDShader have expression-bodied members?

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fluid hedge
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does anyone know if there is a equivalent to expression-bodied members in GDShader?

vec2 timed_offset(vec2 direction) => TIME * direction * time_scale;
covert halo
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I don't know of one, and I doubt that it exists. GDShader is mostly like GLSL, and GLSL's syntax is mostly like C