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Rename shader parameter uniform setter/getter methods for consistency
`shader_uniform` is now consistenly used across both per-shader and per-instance shader uniform methods. This makes methods easier to find in the class reference when looking for them.
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47 changed files with 211 additions and 211 deletions
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@ -340,17 +340,17 @@ Ref<Resource> StandardMaterial3DConversionPlugin::convert(const Ref<Resource> &p
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smat->set_shader(shader);
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List<PropertyInfo> params;
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RS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), ¶ms);
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RS::get_singleton()->shader_get_shader_uniform_list(mat->get_shader_rid(), ¶ms);
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for (const PropertyInfo &E : params) {
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// Texture parameter has to be treated specially since StandardMaterial3D saved it
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// as RID but ShaderMaterial needs Texture itself
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Ref<Texture2D> texture = mat->get_texture_by_name(E.name);
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if (texture.is_valid()) {
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smat->set_shader_param(E.name, texture);
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smat->set_shader_uniform(E.name, texture);
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} else {
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Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
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smat->set_shader_param(E.name, value);
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smat->set_shader_uniform(E.name, value);
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}
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}
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@ -386,17 +386,17 @@ Ref<Resource> ORMMaterial3DConversionPlugin::convert(const Ref<Resource> &p_reso
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smat->set_shader(shader);
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List<PropertyInfo> params;
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RS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), ¶ms);
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RS::get_singleton()->shader_get_shader_uniform_list(mat->get_shader_rid(), ¶ms);
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for (const PropertyInfo &E : params) {
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// Texture parameter has to be treated specially since ORMMaterial3D saved it
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// as RID but ShaderMaterial needs Texture itself
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Ref<Texture2D> texture = mat->get_texture_by_name(E.name);
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if (texture.is_valid()) {
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smat->set_shader_param(E.name, texture);
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smat->set_shader_uniform(E.name, texture);
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} else {
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Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
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smat->set_shader_param(E.name, value);
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smat->set_shader_uniform(E.name, value);
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}
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}
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@ -432,11 +432,11 @@ Ref<Resource> ParticlesMaterialConversionPlugin::convert(const Ref<Resource> &p_
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smat->set_shader(shader);
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List<PropertyInfo> params;
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RS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), ¶ms);
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RS::get_singleton()->shader_get_shader_uniform_list(mat->get_shader_rid(), ¶ms);
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for (const PropertyInfo &E : params) {
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Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
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smat->set_shader_param(E.name, value);
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smat->set_shader_uniform(E.name, value);
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}
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smat->set_render_priority(mat->get_render_priority());
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@ -471,11 +471,11 @@ Ref<Resource> CanvasItemMaterialConversionPlugin::convert(const Ref<Resource> &p
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smat->set_shader(shader);
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List<PropertyInfo> params;
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RS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), ¶ms);
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RS::get_singleton()->shader_get_shader_uniform_list(mat->get_shader_rid(), ¶ms);
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for (const PropertyInfo &E : params) {
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Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
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smat->set_shader_param(E.name, value);
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smat->set_shader_uniform(E.name, value);
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}
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smat->set_render_priority(mat->get_render_priority());
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@ -510,11 +510,11 @@ Ref<Resource> ProceduralSkyMaterialConversionPlugin::convert(const Ref<Resource>
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smat->set_shader(shader);
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List<PropertyInfo> params;
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RS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), ¶ms);
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RS::get_singleton()->shader_get_shader_uniform_list(mat->get_shader_rid(), ¶ms);
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for (const PropertyInfo &E : params) {
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Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
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smat->set_shader_param(E.name, value);
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smat->set_shader_uniform(E.name, value);
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}
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smat->set_render_priority(mat->get_render_priority());
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@ -549,11 +549,11 @@ Ref<Resource> PanoramaSkyMaterialConversionPlugin::convert(const Ref<Resource> &
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smat->set_shader(shader);
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List<PropertyInfo> params;
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RS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), ¶ms);
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RS::get_singleton()->shader_get_shader_uniform_list(mat->get_shader_rid(), ¶ms);
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for (const PropertyInfo &E : params) {
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Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
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smat->set_shader_param(E.name, value);
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smat->set_shader_uniform(E.name, value);
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}
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smat->set_render_priority(mat->get_render_priority());
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@ -588,11 +588,11 @@ Ref<Resource> PhysicalSkyMaterialConversionPlugin::convert(const Ref<Resource> &
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smat->set_shader(shader);
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List<PropertyInfo> params;
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RS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), ¶ms);
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RS::get_singleton()->shader_get_shader_uniform_list(mat->get_shader_rid(), ¶ms);
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for (const PropertyInfo &E : params) {
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Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
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smat->set_shader_param(E.name, value);
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smat->set_shader_uniform(E.name, value);
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}
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smat->set_render_priority(mat->get_render_priority());
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@ -627,11 +627,11 @@ Ref<Resource> FogMaterialConversionPlugin::convert(const Ref<Resource> &p_resour
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smat->set_shader(shader);
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List<PropertyInfo> params;
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RS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), ¶ms);
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RS::get_singleton()->shader_get_shader_uniform_list(mat->get_shader_rid(), ¶ms);
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for (const PropertyInfo &E : params) {
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Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
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smat->set_shader_param(E.name, value);
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smat->set_shader_uniform(E.name, value);
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}
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smat->set_render_priority(mat->get_render_priority());
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