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clang-format: Disable alignment of operands, too unreliable
Sets `AlignOperands` to `DontAlign`. `clang-format` developers seem to mostly care about space-based indentation and every other version of clang-format breaks the bad mismatch of tabs and spaces that it seems to use for operand alignment. So it's better without, so that it respects our two-tabs `ContinuationIndentWidth`.
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8508f9396d
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3b11e33a09
95 changed files with 649 additions and 645 deletions
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@ -3296,16 +3296,16 @@ bool ShaderLanguage::is_float_type(DataType p_type) {
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}
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bool ShaderLanguage::is_sampler_type(DataType p_type) {
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return p_type == TYPE_SAMPLER2D ||
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p_type == TYPE_ISAMPLER2D ||
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p_type == TYPE_USAMPLER2D ||
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p_type == TYPE_SAMPLER2DARRAY ||
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p_type == TYPE_ISAMPLER2DARRAY ||
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p_type == TYPE_USAMPLER2DARRAY ||
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p_type == TYPE_SAMPLER3D ||
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p_type == TYPE_ISAMPLER3D ||
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p_type == TYPE_USAMPLER3D ||
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p_type == TYPE_SAMPLERCUBE ||
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p_type == TYPE_SAMPLERCUBEARRAY;
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p_type == TYPE_ISAMPLER2D ||
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p_type == TYPE_USAMPLER2D ||
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p_type == TYPE_SAMPLER2DARRAY ||
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p_type == TYPE_ISAMPLER2DARRAY ||
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p_type == TYPE_USAMPLER2DARRAY ||
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p_type == TYPE_SAMPLER3D ||
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p_type == TYPE_ISAMPLER3D ||
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p_type == TYPE_USAMPLER3D ||
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p_type == TYPE_SAMPLERCUBE ||
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p_type == TYPE_SAMPLERCUBEARRAY;
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}
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Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::ConstantNode::Value> &p_value, DataType p_type, int p_array_size, ShaderLanguage::ShaderNode::Uniform::Hint p_hint) {
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@ -3873,16 +3873,16 @@ void ShaderLanguage::get_keyword_list(List<String> *r_keywords) {
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bool ShaderLanguage::is_control_flow_keyword(String p_keyword) {
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return p_keyword == "break" ||
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p_keyword == "case" ||
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p_keyword == "continue" ||
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p_keyword == "default" ||
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p_keyword == "do" ||
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p_keyword == "else" ||
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p_keyword == "for" ||
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p_keyword == "if" ||
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p_keyword == "return" ||
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p_keyword == "switch" ||
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p_keyword == "while";
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p_keyword == "case" ||
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p_keyword == "continue" ||
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p_keyword == "default" ||
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p_keyword == "do" ||
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p_keyword == "else" ||
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p_keyword == "for" ||
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p_keyword == "if" ||
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p_keyword == "return" ||
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p_keyword == "switch" ||
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p_keyword == "while";
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}
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void ShaderLanguage::get_builtin_funcs(List<String> *r_keywords) {
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