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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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@@ -2383,7 +2383,7 @@ void RenderForwardClustered::_update_render_base_uniform_set() {
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RD::Uniform u;
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u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
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u.binding = 14;
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u.append_id(RendererRD::MaterialStorage::get_singleton()->global_variables_get_storage_buffer());
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u.append_id(RendererRD::MaterialStorage::get_singleton()->global_shader_uniforms_get_storage_buffer());
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uniforms.push_back(u);
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}
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@@ -788,7 +788,7 @@ void SceneShaderForwardClustered::init(const String p_defines) {
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actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
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actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;
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actions.global_buffer_array_variable = "global_variables.data";
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actions.global_buffer_array_variable = "global_shader_uniforms.data";
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actions.instance_uniform_index_variable = "instances.data[instance_index_interp].instance_uniforms_ofs";
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compiler.initialize(actions);
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