Merge pull request #60803 from Chaosus/shader_hint_rename
Rename `hint_albedo`, `hint_white/black` in shaders
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commit
1314e6cbcc
11 changed files with 199 additions and 290 deletions
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@ -981,7 +981,7 @@ void MaterialData::update_uniform_buffer(const HashMap<StringName, ShaderLanguag
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//value=E.value.default_value;
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} else {
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//zero because it was not provided
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if ((E.value.type == ShaderLanguage::TYPE_VEC3 || E.value.type == ShaderLanguage::TYPE_VEC4) && E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_COLOR) {
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if ((E.value.type == ShaderLanguage::TYPE_VEC3 || E.value.type == ShaderLanguage::TYPE_VEC4) && E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SOURCE_COLOR) {
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//colors must be set as black, with alpha as 1.0
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_fill_std140_variant_ubo_value(E.value.type, E.value.array_size, Color(0, 0, 0, 1), data);
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} else {
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@ -1117,8 +1117,7 @@ void MaterialData::update_textures(const HashMap<StringName, Variant> &p_paramet
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case ShaderLanguage::TYPE_USAMPLER2D:
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case ShaderLanguage::TYPE_SAMPLER2D: {
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switch (p_texture_uniforms[i].hint) {
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case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK:
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case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO: {
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case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_BLACK: {
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gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_BLACK);
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} break;
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case ShaderLanguage::ShaderNode::Uniform::HINT_ANISOTROPY: {
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@ -1138,8 +1137,7 @@ void MaterialData::update_textures(const HashMap<StringName, Variant> &p_paramet
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case ShaderLanguage::TYPE_SAMPLERCUBE: {
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switch (p_texture_uniforms[i].hint) {
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case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK:
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case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO: {
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case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_BLACK: {
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gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_CUBEMAP_BLACK);
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} break;
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default: {
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@ -1155,8 +1153,7 @@ void MaterialData::update_textures(const HashMap<StringName, Variant> &p_paramet
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case ShaderLanguage::TYPE_USAMPLER3D:
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case ShaderLanguage::TYPE_SAMPLER3D: {
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switch (p_texture_uniforms[i].hint) {
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case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK:
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case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO: {
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case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_BLACK: {
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gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_3D_BLACK);
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} break;
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default: {
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@ -1187,7 +1184,7 @@ void MaterialData::update_textures(const HashMap<StringName, Variant> &p_paramet
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p_textures[k++] = gl_texture;
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}
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} else {
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//bool srgb = p_use_linear_color && (p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_ALBEDO || p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO);
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//bool srgb = p_use_linear_color && p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_SOURCE_COLOR;
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for (int j = 0; j < textures.size(); j++) {
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Texture *tex = TextureStorage::get_singleton()->get_texture(textures[j]);
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