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Use C++ iterators for Lists in many situations
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@@ -760,11 +760,11 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
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if (var_frag_to_light.size() > 0) {
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String gcode = "\n\nstruct {\n";
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for (List<Pair<StringName, SL::ShaderNode::Varying>>::Element *E = var_frag_to_light.front(); E; E = E->next()) {
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gcode += "\t" + _prestr(E->get().second.precision) + _typestr(E->get().second.type) + " " + _mkid(E->get().first);
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if (E->get().second.array_size > 0) {
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for (Pair<StringName, SL::ShaderNode::Varying> &E : var_frag_to_light) {
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gcode += "\t" + _prestr(E.second.precision) + _typestr(E.second.type) + " " + _mkid(E.first);
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if (E.second.array_size > 0) {
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gcode += "[";
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gcode += itos(E->get().second.array_size);
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gcode += itos(E.second.array_size);
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gcode += "]";
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}
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gcode += ";\n";
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@@ -1394,8 +1394,8 @@ void ShaderCompilerRD::initialize(DefaultIdentifierActions p_actions) {
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ShaderLanguage::get_builtin_funcs(&func_list);
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for (List<String>::Element *E = func_list.front(); E; E = E->next()) {
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internal_functions.insert(E->get());
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for (String &E : func_list) {
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internal_functions.insert(E);
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}
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texture_functions.insert("texture");
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texture_functions.insert("textureProj");
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