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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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@@ -1894,7 +1894,7 @@ void RasterizerSceneGLES3::render_scene(RID p_render_buffers, const CameraData *
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// Fill Light lists here
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//////////
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GLuint global_buffer = GLES3::MaterialStorage::get_singleton()->global_variables_get_uniform_buffer();
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GLuint global_buffer = GLES3::MaterialStorage::get_singleton()->global_shader_uniforms_get_uniform_buffer();
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glBindBufferBase(GL_UNIFORM_BUFFER, SCENE_GLOBALS_UNIFORM_LOCATION, global_buffer);
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Color clear_color;
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@@ -2629,7 +2629,7 @@ RasterizerSceneGLES3::RasterizerSceneGLES3() {
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{
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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 += "\n#define MAX_LIGHT_DATA_STRUCTS " + itos(config->max_renderable_lights) + "\n";
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global_defines += "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(MAX_DIRECTIONAL_LIGHTS) + "\n";
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global_defines += "\n#define MAX_FORWARD_LIGHTS " + itos(config->max_lights_per_object) + "\n";
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@@ -2668,7 +2668,7 @@ void fragment() {
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sky_globals.ggx_samples = GLOBAL_GET("rendering/reflections/sky_reflections/ggx_samples");
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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 += "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(sky_globals.max_directional_lights) + "\n";
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material_storage->shaders.sky_shader.initialize(global_defines);
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sky_globals.shader_default_version = material_storage->shaders.sky_shader.version_create();
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