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Rename RD uniform "type" to "uniform_type"
"type" isn't very descriptive for exposed code, and this variable is exposed via RD_SETGET.
This commit is contained in:
parent
40b81339d0
commit
19bdd01438
12 changed files with 281 additions and 281 deletions
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@ -479,7 +479,7 @@ void RendererSceneRenderForward::MaterialData::update_parameters(const Map<Strin
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{
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if (shader_data->ubo_size) {
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RD::Uniform u;
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u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
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u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
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u.binding = 0;
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u.ids.push_back(uniform_buffer);
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uniforms.push_back(u);
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@ -488,7 +488,7 @@ void RendererSceneRenderForward::MaterialData::update_parameters(const Map<Strin
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const RID *textures = texture_cache.ptrw();
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for (uint32_t i = 0; i < tex_uniform_count; i++) {
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RD::Uniform u;
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u.type = RD::UNIFORM_TYPE_TEXTURE;
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u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
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u.binding = 1 + i;
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u.ids.push_back(textures[i]);
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uniforms.push_back(u);
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@ -2202,28 +2202,28 @@ void RendererSceneRenderForward::_render_sdfgi(RID p_render_buffers, const Vecto
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Vector<RD::Uniform> uniforms;
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{
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RD::Uniform u;
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u.type = RD::UNIFORM_TYPE_IMAGE;
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u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
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u.binding = 0;
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u.ids.push_back(p_albedo_texture);
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uniforms.push_back(u);
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}
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{
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RD::Uniform u;
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u.type = RD::UNIFORM_TYPE_IMAGE;
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u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
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u.binding = 1;
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u.ids.push_back(p_emission_texture);
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uniforms.push_back(u);
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}
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{
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RD::Uniform u;
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u.type = RD::UNIFORM_TYPE_IMAGE;
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u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
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u.binding = 2;
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u.ids.push_back(p_emission_aniso_texture);
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uniforms.push_back(u);
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}
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{
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RD::Uniform u;
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u.type = RD::UNIFORM_TYPE_IMAGE;
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u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
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u.binding = 3;
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u.ids.push_back(p_geom_facing_texture);
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uniforms.push_back(u);
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@ -2311,7 +2311,7 @@ void RendererSceneRenderForward::_update_render_base_uniform_set() {
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{
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RD::Uniform u;
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u.type = RD::UNIFORM_TYPE_SAMPLER;
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u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
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u.binding = 1;
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u.ids.resize(12);
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RID *ids_ptr = u.ids.ptrw();
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@ -2333,7 +2333,7 @@ void RendererSceneRenderForward::_update_render_base_uniform_set() {
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{
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RD::Uniform u;
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u.binding = 2;
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u.type = RD::UNIFORM_TYPE_SAMPLER;
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u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
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u.ids.push_back(shadow_sampler);
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uniforms.push_back(u);
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}
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@ -2341,14 +2341,14 @@ void RendererSceneRenderForward::_update_render_base_uniform_set() {
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{
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RD::Uniform u;
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u.binding = 3;
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u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
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u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
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u.ids.push_back(scene_state.uniform_buffer);
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uniforms.push_back(u);
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}
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{
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RD::Uniform u;
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u.binding = 4;
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u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
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u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
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u.ids.push_back(scene_state.instance_buffer);
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uniforms.push_back(u);
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}
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@ -2356,7 +2356,7 @@ void RendererSceneRenderForward::_update_render_base_uniform_set() {
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{
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RD::Uniform u;
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u.binding = 5;
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u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
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u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
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u.ids.push_back(get_positional_light_buffer());
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uniforms.push_back(u);
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}
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@ -2364,42 +2364,42 @@ void RendererSceneRenderForward::_update_render_base_uniform_set() {
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{
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RD::Uniform u;
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u.binding = 6;
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u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
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u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
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u.ids.push_back(get_reflection_probe_buffer());
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uniforms.push_back(u);
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}
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{
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RD::Uniform u;
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u.binding = 7;
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u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
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u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
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u.ids.push_back(get_directional_light_buffer());
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uniforms.push_back(u);
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}
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{
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RD::Uniform u;
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u.binding = 10;
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u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
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u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
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u.ids.push_back(scene_state.lightmap_buffer);
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uniforms.push_back(u);
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}
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{
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RD::Uniform u;
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u.binding = 11;
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u.type = RD::UNIFORM_TYPE_TEXTURE;
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u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
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u.ids = storage->lightmap_array_get_textures();
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uniforms.push_back(u);
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}
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{
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RD::Uniform u;
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u.binding = 12;
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u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
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u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
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u.ids.push_back(scene_state.lightmap_capture_buffer);
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uniforms.push_back(u);
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}
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{
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RD::Uniform u;
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u.binding = 13;
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u.type = RD::UNIFORM_TYPE_TEXTURE;
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u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
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RID decal_atlas = storage->decal_atlas_get_texture();
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u.ids.push_back(decal_atlas);
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uniforms.push_back(u);
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@ -2407,7 +2407,7 @@ void RendererSceneRenderForward::_update_render_base_uniform_set() {
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{
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RD::Uniform u;
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u.binding = 14;
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u.type = RD::UNIFORM_TYPE_TEXTURE;
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u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
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RID decal_atlas = storage->decal_atlas_get_texture_srgb();
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u.ids.push_back(decal_atlas);
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uniforms.push_back(u);
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@ -2415,7 +2415,7 @@ void RendererSceneRenderForward::_update_render_base_uniform_set() {
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{
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RD::Uniform u;
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u.binding = 15;
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u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
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u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
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u.ids.push_back(get_decal_buffer());
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uniforms.push_back(u);
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}
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@ -2423,14 +2423,14 @@ void RendererSceneRenderForward::_update_render_base_uniform_set() {
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{
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RD::Uniform u;
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u.binding = 16;
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u.type = RD::UNIFORM_TYPE_TEXTURE;
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u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
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u.ids.push_back(get_cluster_builder_texture());
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uniforms.push_back(u);
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}
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{
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RD::Uniform u;
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u.binding = 17;
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u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
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u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
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u.ids.push_back(get_cluster_builder_indices_buffer());
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uniforms.push_back(u);
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}
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@ -2438,7 +2438,7 @@ void RendererSceneRenderForward::_update_render_base_uniform_set() {
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{
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RD::Uniform u;
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u.binding = 18;
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u.type = RD::UNIFORM_TYPE_TEXTURE;
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u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
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if (directional_shadow_get_texture().is_valid()) {
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u.ids.push_back(directional_shadow_get_texture());
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} else {
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@ -2449,7 +2449,7 @@ void RendererSceneRenderForward::_update_render_base_uniform_set() {
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{
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RD::Uniform u;
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u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
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u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
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u.binding = 19;
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u.ids.push_back(storage->global_variables_get_storage_buffer());
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uniforms.push_back(u);
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@ -2457,7 +2457,7 @@ void RendererSceneRenderForward::_update_render_base_uniform_set() {
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{
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RD::Uniform u;
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u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
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u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
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u.binding = 20;
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u.ids.push_back(sdfgi_get_ubo());
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uniforms.push_back(u);
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@ -2480,7 +2480,7 @@ void RendererSceneRenderForward::_setup_view_dependant_uniform_set(RID p_shadow_
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RID ref_texture = p_reflection_atlas.is_valid() ? reflection_atlas_get_texture(p_reflection_atlas) : RID();
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RD::Uniform u;
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u.binding = 0;
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u.type = RD::UNIFORM_TYPE_TEXTURE;
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u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
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if (ref_texture.is_valid()) {
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u.ids.push_back(ref_texture);
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} else {
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@ -2492,7 +2492,7 @@ void RendererSceneRenderForward::_setup_view_dependant_uniform_set(RID p_shadow_
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{
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RD::Uniform u;
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u.binding = 1;
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u.type = RD::UNIFORM_TYPE_TEXTURE;
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u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
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RID texture;
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if (p_shadow_atlas.is_valid()) {
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texture = shadow_atlas_get_texture(p_shadow_atlas);
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@ -2507,7 +2507,7 @@ void RendererSceneRenderForward::_setup_view_dependant_uniform_set(RID p_shadow_
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{
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RD::Uniform u;
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u.binding = 2;
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u.type = RD::UNIFORM_TYPE_TEXTURE;
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u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
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RID default_tex = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
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for (int i = 0; i < MAX_GI_PROBES; i++) {
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if (i < p_gi_probe_cull_count) {
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@ -2565,7 +2565,7 @@ void RendererSceneRenderForward::_update_render_buffers_uniform_set(RID p_render
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{
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RD::Uniform u;
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u.binding = 0;
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u.type = RD::UNIFORM_TYPE_TEXTURE;
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u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
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RID texture = false && rb->depth.is_valid() ? rb->depth : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
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u.ids.push_back(texture);
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uniforms.push_back(u);
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@ -2573,7 +2573,7 @@ void RendererSceneRenderForward::_update_render_buffers_uniform_set(RID p_render
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{
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RD::Uniform u;
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u.binding = 1;
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u.type = RD::UNIFORM_TYPE_TEXTURE;
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u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
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RID bbt = render_buffers_get_back_buffer_texture(p_render_buffers);
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RID texture = bbt.is_valid() ? bbt : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
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u.ids.push_back(texture);
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@ -2582,7 +2582,7 @@ void RendererSceneRenderForward::_update_render_buffers_uniform_set(RID p_render
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{
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RD::Uniform u;
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u.binding = 2;
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u.type = RD::UNIFORM_TYPE_TEXTURE;
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u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
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RID texture = rb->normal_roughness_buffer.is_valid() ? rb->normal_roughness_buffer : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_NORMAL);
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u.ids.push_back(texture);
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uniforms.push_back(u);
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@ -2591,7 +2591,7 @@ void RendererSceneRenderForward::_update_render_buffers_uniform_set(RID p_render
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{
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RD::Uniform u;
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u.binding = 4;
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u.type = RD::UNIFORM_TYPE_TEXTURE;
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u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
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RID aot = render_buffers_get_ao_texture(p_render_buffers);
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RID texture = aot.is_valid() ? aot : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
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u.ids.push_back(texture);
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@ -2601,7 +2601,7 @@ void RendererSceneRenderForward::_update_render_buffers_uniform_set(RID p_render
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{
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RD::Uniform u;
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u.binding = 5;
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u.type = RD::UNIFORM_TYPE_TEXTURE;
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u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
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RID texture = rb->ambient_buffer.is_valid() ? rb->ambient_buffer : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
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u.ids.push_back(texture);
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uniforms.push_back(u);
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@ -2610,7 +2610,7 @@ void RendererSceneRenderForward::_update_render_buffers_uniform_set(RID p_render
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{
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RD::Uniform u;
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u.binding = 6;
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u.type = RD::UNIFORM_TYPE_TEXTURE;
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u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
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RID texture = rb->reflection_buffer.is_valid() ? rb->reflection_buffer : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
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u.ids.push_back(texture);
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uniforms.push_back(u);
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@ -2618,7 +2618,7 @@ void RendererSceneRenderForward::_update_render_buffers_uniform_set(RID p_render
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{
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RD::Uniform u;
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u.binding = 7;
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u.type = RD::UNIFORM_TYPE_TEXTURE;
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u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
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RID t;
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if (render_buffers_is_sdfgi_enabled(p_render_buffers)) {
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t = render_buffers_get_sdfgi_irradiance_probes(p_render_buffers);
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@ -2631,7 +2631,7 @@ void RendererSceneRenderForward::_update_render_buffers_uniform_set(RID p_render
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{
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RD::Uniform u;
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u.binding = 8;
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u.type = RD::UNIFORM_TYPE_TEXTURE;
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u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
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if (render_buffers_is_sdfgi_enabled(p_render_buffers)) {
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u.ids.push_back(render_buffers_get_sdfgi_occlusion_texture(p_render_buffers));
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} else {
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@ -2642,14 +2642,14 @@ void RendererSceneRenderForward::_update_render_buffers_uniform_set(RID p_render
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{
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RD::Uniform u;
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u.binding = 9;
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u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
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u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
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u.ids.push_back(render_buffers_get_gi_probe_buffer(p_render_buffers));
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uniforms.push_back(u);
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}
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{
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RD::Uniform u;
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u.binding = 10;
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u.type = RD::UNIFORM_TYPE_TEXTURE;
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u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
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RID vfog = RID();
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if (p_render_buffers.is_valid() && render_buffers_has_volumetric_fog(p_render_buffers)) {
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vfog = render_buffers_get_volumetric_fog_texture(p_render_buffers);
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@ -2943,7 +2943,7 @@ RendererSceneRenderForward::RendererSceneRenderForward(RendererStorageRD *p_stor
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default_vec4_xform_buffer = RD::get_singleton()->storage_buffer_create(256);
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Vector<RD::Uniform> uniforms;
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RD::Uniform u;
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u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
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u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
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u.ids.push_back(default_vec4_xform_buffer);
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u.binding = 0;
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uniforms.push_back(u);
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@ -2964,7 +2964,7 @@ RendererSceneRenderForward::RendererSceneRenderForward(RendererStorageRD *p_stor
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RD::Uniform u;
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u.binding = 0;
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u.type = RD::UNIFORM_TYPE_TEXTURE;
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u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
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RID texture = storage->texture_rd_get_default(is_using_radiance_cubemap_array() ? RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK);
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u.ids.push_back(texture);
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uniforms.push_back(u);
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@ -2977,7 +2977,7 @@ RendererSceneRenderForward::RendererSceneRenderForward(RendererStorageRD *p_stor
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for (int i = 0; i < 7; i++) {
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RD::Uniform u;
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u.binding = i;
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u.type = RD::UNIFORM_TYPE_TEXTURE;
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u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
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RID texture = storage->texture_rd_get_default(i == 0 ? RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE : (i == 2 ? RendererStorageRD::DEFAULT_RD_TEXTURE_NORMAL : RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK));
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u.ids.push_back(texture);
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uniforms.push_back(u);
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@ -2985,7 +2985,7 @@ RendererSceneRenderForward::RendererSceneRenderForward(RendererStorageRD *p_stor
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{
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RD::Uniform u;
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u.binding = 7;
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u.type = RD::UNIFORM_TYPE_TEXTURE;
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u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
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RID texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
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u.ids.push_back(texture);
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uniforms.push_back(u);
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@ -2993,21 +2993,21 @@ RendererSceneRenderForward::RendererSceneRenderForward(RendererStorageRD *p_stor
|
|||
{
|
||||
RD::Uniform u;
|
||||
u.binding = 8;
|
||||
u.type = RD::UNIFORM_TYPE_TEXTURE;
|
||||
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
|
||||
u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
|
||||
uniforms.push_back(u);
|
||||
}
|
||||
{
|
||||
RD::Uniform u;
|
||||
u.binding = 9;
|
||||
u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
|
||||
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
|
||||
u.ids.push_back(render_buffers_get_default_gi_probe_buffer());
|
||||
uniforms.push_back(u);
|
||||
}
|
||||
{
|
||||
RD::Uniform u;
|
||||
u.binding = 10;
|
||||
u.type = RD::UNIFORM_TYPE_TEXTURE;
|
||||
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
|
||||
u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
|
||||
uniforms.push_back(u);
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue