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Merge pull request #60803 from Chaosus/shader_hint_rename
Rename `hint_albedo`, `hint_white/black` in shaders
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@@ -955,7 +955,7 @@ void MaterialData::update_uniform_buffer(const HashMap<StringName, ShaderLanguag
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//value=E.value.default_value;
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} else {
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//zero because it was not provided
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if ((E.value.type == ShaderLanguage::TYPE_VEC3 || E.value.type == ShaderLanguage::TYPE_VEC4) && E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_COLOR) {
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if ((E.value.type == ShaderLanguage::TYPE_VEC3 || E.value.type == ShaderLanguage::TYPE_VEC4) && E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SOURCE_COLOR) {
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//colors must be set as black, with alpha as 1.0
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_fill_std140_variant_ubo_value(E.value.type, E.value.array_size, Color(0, 0, 0, 1), data, p_use_linear_color);
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} else {
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@@ -1090,8 +1090,7 @@ void MaterialData::update_textures(const HashMap<StringName, Variant> &p_paramet
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case ShaderLanguage::TYPE_USAMPLER2D:
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case ShaderLanguage::TYPE_SAMPLER2D: {
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switch (p_texture_uniforms[i].hint) {
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case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK:
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case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO: {
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case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_BLACK: {
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rd_texture = texture_storage->texture_rd_get_default(DEFAULT_RD_TEXTURE_BLACK);
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} break;
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case ShaderLanguage::ShaderNode::Uniform::HINT_ANISOTROPY: {
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@@ -1111,8 +1110,7 @@ void MaterialData::update_textures(const HashMap<StringName, Variant> &p_paramet
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case ShaderLanguage::TYPE_SAMPLERCUBE: {
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switch (p_texture_uniforms[i].hint) {
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case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK:
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case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO: {
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case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_BLACK: {
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rd_texture = texture_storage->texture_rd_get_default(DEFAULT_RD_TEXTURE_CUBEMAP_BLACK);
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} break;
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default: {
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@@ -1152,7 +1150,7 @@ void MaterialData::update_textures(const HashMap<StringName, Variant> &p_paramet
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p_textures[k++] = rd_texture;
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}
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} else {
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bool srgb = p_use_linear_color && (p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_ALBEDO || p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO);
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bool srgb = p_use_linear_color && p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_SOURCE_COLOR;
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for (int j = 0; j < textures.size(); j++) {
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Texture *tex = TextureStorage::get_singleton()->get_texture(textures[j]);
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