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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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@@ -64,9 +64,9 @@ bool ShaderGlobalsOverride::_set(const StringName &p_name, const Variant &p_valu
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if (active) {
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if (o->override.get_type() == Variant::OBJECT) {
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RID tex_rid = p_value;
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RS::get_singleton()->global_variable_set_override(*r, tex_rid);
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RS::get_singleton()->global_shader_uniform_set_override(*r, tex_rid);
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} else {
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RS::get_singleton()->global_variable_set_override(*r, p_value);
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RS::get_singleton()->global_shader_uniform_set_override(*r, p_value);
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}
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}
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o->in_use = p_value.get_type() != Variant::NIL;
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@@ -93,13 +93,13 @@ bool ShaderGlobalsOverride::_get(const StringName &p_name, Variant &r_ret) const
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void ShaderGlobalsOverride::_get_property_list(List<PropertyInfo> *p_list) const {
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Vector<StringName> variables;
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variables = RS::get_singleton()->global_variable_get_list();
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variables = RS::get_singleton()->global_shader_uniform_get_list();
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for (int i = 0; i < variables.size(); i++) {
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PropertyInfo pinfo;
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pinfo.name = "params/" + variables[i];
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pinfo.usage = PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_CHECKABLE;
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switch (RS::get_singleton()->global_variable_get_type(variables[i])) {
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switch (RS::get_singleton()->global_shader_uniform_get_type(variables[i])) {
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case RS::GLOBAL_VAR_TYPE_BOOL: {
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pinfo.type = Variant::BOOL;
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} break;
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@@ -234,9 +234,9 @@ void ShaderGlobalsOverride::_activate() {
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if (o->in_use && o->override.get_type() != Variant::NIL) {
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if (o->override.get_type() == Variant::OBJECT) {
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RID tex_rid = o->override;
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RS::get_singleton()->global_variable_set_override(E.key, tex_rid);
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RS::get_singleton()->global_shader_uniform_set_override(E.key, tex_rid);
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} else {
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RS::get_singleton()->global_variable_set_override(E.key, o->override);
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RS::get_singleton()->global_shader_uniform_set_override(E.key, o->override);
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}
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}
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@@ -258,7 +258,7 @@ void ShaderGlobalsOverride::_notification(int p_what) {
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for (const KeyValue<StringName, Override> &E : overrides) {
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const Override *o = &E.value;
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if (o->in_use) {
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RS::get_singleton()->global_variable_set_override(E.key, Variant());
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RS::get_singleton()->global_shader_uniform_set_override(E.key, Variant());
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}
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}
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}
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