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Refactor ShaderData & fix the sorting of shader uniforms
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@@ -160,16 +160,13 @@ class RendererCanvasRenderRD : public RendererCanvasRender {
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bool valid = false;
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RID version;
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PipelineVariants pipeline_variants;
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String path;
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HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
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Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
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Vector<uint32_t> ubo_offsets;
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uint32_t ubo_size = 0;
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String code;
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HashMap<StringName, HashMap<int, RID>> default_texture_params;
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bool uses_screen_texture = false;
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bool uses_screen_texture_mipmaps = false;
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@@ -177,15 +174,8 @@ class RendererCanvasRenderRD : public RendererCanvasRender {
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bool uses_time = false;
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virtual void set_code(const String &p_Code);
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virtual void set_path_hint(const String &p_path);
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virtual void set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index);
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virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const;
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virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const;
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virtual bool is_parameter_texture(const StringName &p_param) const;
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virtual bool is_animated() const;
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virtual bool casts_shadows() const;
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virtual Variant get_default_parameter(const StringName &p_parameter) const;
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virtual RS::ShaderNativeSourceCode get_native_source_code() const;
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CanvasShaderData() {}
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