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Rename RenderingServer global shader uniform methods to be more explicit
The `global_shader_uniform` name is longer, but it makes it much easier to find the methods when searching in the class reference.
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@@ -183,7 +183,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
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glBindBufferBase(GL_UNIFORM_BUFFER, BASE_UNIFORM_LOCATION, state.canvas_state_buffer);
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glBufferData(GL_UNIFORM_BUFFER, sizeof(StateBuffer), &state_buffer, GL_STREAM_DRAW);
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GLuint global_buffer = material_storage->global_variables_get_uniform_buffer();
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GLuint global_buffer = material_storage->global_shader_uniforms_get_uniform_buffer();
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glBindBufferBase(GL_UNIFORM_BUFFER, GLOBAL_UNIFORM_LOCATION, global_buffer);
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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@@ -1570,7 +1570,7 @@ RasterizerCanvasGLES3::RasterizerCanvasGLES3() {
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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String global_defines;
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global_defines += "#define MAX_GLOBAL_VARIABLES 256\n"; // TODO: this is arbitrary for now
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global_defines += "#define MAX_GLOBAL_SHADER_UNIFORMS 256\n"; // TODO: this is arbitrary for now
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global_defines += "#define MAX_LIGHTS " + itos(state.max_instances_per_batch) + "\n";
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global_defines += "#define MAX_DRAW_DATA_INSTANCES " + itos(state.max_instances_per_batch) + "\n";
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