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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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@@ -138,10 +138,10 @@ layout(set = 0, binding = 7) uniform texture2D sdf_texture;
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layout(set = 0, binding = 8) uniform sampler material_samplers[12];
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layout(set = 0, binding = 9, std430) restrict readonly buffer GlobalVariableData {
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layout(set = 0, binding = 9, std430) restrict readonly buffer GlobalShaderUniformData {
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vec4 data[];
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}
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global_variables;
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global_shader_uniforms;
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/* SET1: Is reserved for the material */
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@@ -77,10 +77,10 @@ params;
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layout(set = 0, binding = 0) uniform sampler material_samplers[12];
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layout(set = 0, binding = 1, std430) restrict readonly buffer GlobalVariableData {
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layout(set = 0, binding = 1, std430) restrict readonly buffer GlobalShaderUniformData {
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vec4 data[];
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}
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global_variables;
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global_shader_uniforms;
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layout(set = 0, binding = 2, std140) uniform SceneData {
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bool volumetric_fog_enabled;
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@@ -28,10 +28,10 @@ layout(local_size_x = 4, local_size_y = 4, local_size_z = 4) in;
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layout(set = 0, binding = 1) uniform sampler material_samplers[12];
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layout(set = 0, binding = 2, std430) restrict readonly buffer GlobalVariableData {
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layout(set = 0, binding = 2, std430) restrict readonly buffer GlobalShaderUniformData {
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vec4 data[];
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}
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global_variables;
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global_shader_uniforms;
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layout(push_constant, std430) uniform Params {
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vec3 position;
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@@ -25,10 +25,10 @@ layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
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layout(set = 0, binding = 1) uniform sampler material_samplers[12];
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layout(set = 0, binding = 2, std430) restrict readonly buffer GlobalVariableData {
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layout(set = 0, binding = 2, std430) restrict readonly buffer GlobalShaderUniformData {
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vec4 data[];
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}
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global_variables;
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global_shader_uniforms;
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/* Set 1: FRAME AND PARTICLE DATA */
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@@ -129,10 +129,10 @@ layout(set = 0, binding = 13, std430) restrict readonly buffer Decals {
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}
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decals;
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layout(set = 0, binding = 14, std430) restrict readonly buffer GlobalVariableData {
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layout(set = 0, binding = 14, std430) restrict readonly buffer GlobalShaderUniformData {
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vec4 data[];
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}
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global_variables;
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global_shader_uniforms;
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struct SDFVoxelGICascadeData {
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vec3 position;
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@@ -118,10 +118,10 @@ layout(set = 0, binding = 13, std430) restrict readonly buffer Decals {
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}
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decals;
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layout(set = 0, binding = 14, std430) restrict readonly buffer GlobalVariableData {
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layout(set = 0, binding = 14, std430) restrict readonly buffer GlobalShaderUniformData {
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highp vec4 data[];
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}
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global_variables;
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global_shader_uniforms;
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/* Set 1: Render Pass (changes per render pass) */
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