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Extract global variable, shader and material storage
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@@ -213,14 +213,13 @@ public:
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FUNC2(texture_set_force_redraw_if_visible, RID, bool)
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//from now on, calls forwarded to this singleton
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/* SHADER API */
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#undef ServerName
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#undef server_name
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#define ServerName RendererStorage
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#define server_name RSG::storage
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/* SHADER API */
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#define ServerName RendererMaterialStorage
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#define server_name RSG::material_storage
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FUNCRIDSPLIT(shader)
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@@ -249,6 +248,13 @@ public:
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/* MESH API */
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//from now on, calls forwarded to this singleton
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#undef ServerName
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#undef server_name
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#define ServerName RendererStorage
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#define server_name RSG::storage
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virtual RID mesh_create_from_surfaces(const Vector<SurfaceData> &p_surfaces, int p_blend_shape_count = 0) override {
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RID mesh = RSG::storage->mesh_allocate();
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@@ -870,8 +876,8 @@ public:
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#undef server_name
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#undef ServerName
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//from now on, calls forwarded to this singleton
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#define ServerName RendererStorage
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#define server_name RSG::storage
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#define ServerName RendererMaterialStorage
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#define server_name RSG::material_storage
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FUNC3(global_variable_add, const StringName &, GlobalVariableType, const Variant &)
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FUNC1(global_variable_remove, const StringName &)
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