Added support for uniform arrays in shaders
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10 changed files with 1163 additions and 327 deletions
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@ -692,8 +692,10 @@ public:
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int order = 0;
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int texture_order = 0;
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int texture_binding = 0;
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DataType type = TYPE_VOID;
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DataPrecision precision = PRECISION_DEFAULT;
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int array_size = 0;
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Vector<ConstantNode::Value> default_value;
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Scope scope = SCOPE_LOCAL;
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Hint hint = HINT_NONE;
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@ -776,7 +778,7 @@ public:
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static bool is_scalar_type(DataType p_type);
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static bool is_float_type(DataType p_type);
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static bool is_sampler_type(DataType p_type);
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static Variant constant_value_to_variant(const Vector<ShaderLanguage::ConstantNode::Value> &p_value, DataType p_type, ShaderLanguage::ShaderNode::Uniform::Hint p_hint = ShaderLanguage::ShaderNode::Uniform::HINT_NONE);
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static Variant constant_value_to_variant(const Vector<ShaderLanguage::ConstantNode::Value> &p_value, DataType p_type, int p_array_size, ShaderLanguage::ShaderNode::Uniform::Hint p_hint = ShaderLanguage::ShaderNode::Uniform::HINT_NONE);
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static PropertyInfo uniform_to_property_info(const ShaderNode::Uniform &p_uniform);
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static uint32_t get_type_size(DataType p_type);
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