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Rename hint_aniso to hint_anisotropy in the shader language
The word "anisotropy" is used in full form in BaseMaterial3D's anisotropy-related properties.
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8 changed files with 22 additions and 22 deletions
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@ -204,7 +204,7 @@ const char *ShaderLanguage::token_names[TK_MAX] = {
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"HINT_WHITE_TEXTURE",
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"HINT_BLACK_TEXTURE",
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"HINT_NORMAL_TEXTURE",
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"HINT_ANISO_TEXTURE",
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"HINT_ANISOTROPY_TEXTURE",
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"HINT_ALBEDO_TEXTURE",
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"HINT_BLACK_ALBEDO_TEXTURE",
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"HINT_COLOR",
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@ -318,7 +318,7 @@ const ShaderLanguage::KeyWord ShaderLanguage::keyword_list[] = {
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{ TK_HINT_ROUGHNESS_B, "hint_roughness_b" },
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{ TK_HINT_ROUGHNESS_A, "hint_roughness_a" },
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{ TK_HINT_ROUGHNESS_GRAY, "hint_roughness_gray" },
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{ TK_HINT_ANISO_TEXTURE, "hint_aniso" },
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{ TK_HINT_ANISOTROPY_TEXTURE, "hint_anisotropy" },
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{ TK_HINT_ALBEDO_TEXTURE, "hint_albedo" },
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{ TK_HINT_BLACK_ALBEDO_TEXTURE, "hint_black_albedo" },
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{ TK_HINT_COLOR, "hint_color" },
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@ -7946,8 +7946,8 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
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uniform2.hint = ShaderNode::Uniform::HINT_ROUGHNESS_A;
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} else if (tk.type == TK_HINT_ROUGHNESS_GRAY) {
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uniform2.hint = ShaderNode::Uniform::HINT_ROUGHNESS_GRAY;
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} else if (tk.type == TK_HINT_ANISO_TEXTURE) {
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uniform2.hint = ShaderNode::Uniform::HINT_ANISO;
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} else if (tk.type == TK_HINT_ANISOTROPY_TEXTURE) {
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uniform2.hint = ShaderNode::Uniform::HINT_ANISOTROPY;
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} else if (tk.type == TK_HINT_ALBEDO_TEXTURE) {
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uniform2.hint = ShaderNode::Uniform::HINT_ALBEDO;
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} else if (tk.type == TK_HINT_BLACK_ALBEDO_TEXTURE) {
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@ -9539,7 +9539,7 @@ Error ShaderLanguage::complete(const String &p_code, const ShaderCompileInfo &p_
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options.push_back("filter_nearest_mipmap");
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options.push_back("filter_nearest_mipmap_aniso");
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options.push_back("hint_albedo");
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options.push_back("hint_aniso");
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options.push_back("hint_anisotropy");
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options.push_back("hint_black");
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options.push_back("hint_black_albedo");
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options.push_back("hint_normal");
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