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removed DISCARD built in variable, replaced by actual discard GLSL instruction, fixes #9677
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@@ -93,9 +93,9 @@ void ShaderTextEditor::_load_theme_settings() {
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if (shader.is_valid()) {
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for (const Map<StringName, Map<StringName, ShaderLanguage::DataType> >::Element *E = ShaderTypes::get_singleton()->get_functions(VisualServer::ShaderMode(shader->get_mode())).front(); E; E = E->next()) {
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for (const Map<StringName, ShaderLanguage::FunctionInfo>::Element *E = ShaderTypes::get_singleton()->get_functions(VisualServer::ShaderMode(shader->get_mode())).front(); E; E = E->next()) {
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for (const Map<StringName, ShaderLanguage::DataType>::Element *F = E->get().front(); F; F = F->next()) {
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for (const Map<StringName, ShaderLanguage::DataType>::Element *F = E->get().built_ins.front(); F; F = F->next()) {
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keywords.push_back(F->key());
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}
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}
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