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Merge pull request #53411 from RandomShaper/ubershaders_3.x
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@@ -295,8 +295,8 @@ String ShaderCompilerGLES2::_dump_node_code(const SL::Node *p_node, int p_level,
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int max_texture_uniforms = 0;
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int max_uniforms = 0;
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for (Map<StringName, SL::ShaderNode::Uniform>::Element *E = snode->uniforms.front(); E; E = E->next()) {
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if (SL::is_sampler_type(E->get().type)) {
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for (OrderedHashMap<StringName, SL::ShaderNode::Uniform>::Element E = snode->uniforms.front(); E; E = E.next()) {
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if (SL::is_sampler_type(E.get().type)) {
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max_texture_uniforms++;
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} else {
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max_uniforms++;
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@@ -347,55 +347,55 @@ String ShaderCompilerGLES2::_dump_node_code(const SL::Node *p_node, int p_level,
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// uniforms
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for (Map<StringName, SL::ShaderNode::Uniform>::Element *E = snode->uniforms.front(); E; E = E->next()) {
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for (OrderedHashMap<StringName, SL::ShaderNode::Uniform>::Element E = snode->uniforms.front(); E; E = E.next()) {
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StringBuffer<> uniform_code;
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// use highp if no precision is specified to prevent different default values in fragment and vertex shader
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SL::DataPrecision precision = E->get().precision;
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if (precision == SL::PRECISION_DEFAULT && E->get().type != SL::TYPE_BOOL) {
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SL::DataPrecision precision = E.get().precision;
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if (precision == SL::PRECISION_DEFAULT && E.get().type != SL::TYPE_BOOL) {
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precision = SL::PRECISION_HIGHP;
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}
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uniform_code += "uniform ";
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uniform_code += _prestr(precision);
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uniform_code += _typestr(E->get().type);
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uniform_code += _typestr(E.get().type);
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uniform_code += " ";
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uniform_code += _mkid(E->key());
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uniform_code += _mkid(E.key());
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uniform_code += ";\n";
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if (SL::is_sampler_type(E->get().type)) {
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r_gen_code.texture_uniforms.write[E->get().texture_order] = E->key();
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r_gen_code.texture_hints.write[E->get().texture_order] = E->get().hint;
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if (SL::is_sampler_type(E.get().type)) {
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r_gen_code.texture_uniforms.write[E.get().texture_order] = E.key();
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r_gen_code.texture_hints.write[E.get().texture_order] = E.get().hint;
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} else {
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r_gen_code.uniforms.write[E->get().order] = E->key();
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r_gen_code.uniforms.write[E.get().order] = E.key();
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}
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vertex_global += uniform_code.as_string();
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fragment_global += uniform_code.as_string();
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p_actions.uniforms->insert(E->key(), E->get());
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p_actions.uniforms->insert(E.key(), E.get());
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}
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// varyings
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List<Pair<StringName, SL::ShaderNode::Varying>> var_frag_to_light;
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for (Map<StringName, SL::ShaderNode::Varying>::Element *E = snode->varyings.front(); E; E = E->next()) {
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if (E->get().stage == SL::ShaderNode::Varying::STAGE_FRAGMENT_TO_LIGHT || E->get().stage == SL::ShaderNode::Varying::STAGE_FRAGMENT) {
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var_frag_to_light.push_back(Pair<StringName, SL::ShaderNode::Varying>(E->key(), E->get()));
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fragment_varyings.insert(E->key());
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for (OrderedHashMap<StringName, SL::ShaderNode::Varying>::Element E = snode->varyings.front(); E; E = E.next()) {
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if (E.get().stage == SL::ShaderNode::Varying::STAGE_FRAGMENT_TO_LIGHT || E.get().stage == SL::ShaderNode::Varying::STAGE_FRAGMENT) {
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var_frag_to_light.push_back(Pair<StringName, SL::ShaderNode::Varying>(E.key(), E.get()));
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fragment_varyings.insert(E.key());
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continue;
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}
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StringBuffer<> varying_code;
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varying_code += "varying ";
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varying_code += _prestr(E->get().precision);
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varying_code += _typestr(E->get().type);
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varying_code += _prestr(E.get().precision);
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varying_code += _typestr(E.get().type);
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varying_code += " ";
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varying_code += _mkid(E->key());
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if (E->get().array_size > 0) {
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varying_code += _mkid(E.key());
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if (E.get().array_size > 0) {
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varying_code += "[";
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varying_code += itos(E->get().array_size);
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varying_code += itos(E.get().array_size);
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varying_code += "]";
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}
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varying_code += ";\n";
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