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Added support for uniform arrays in shaders
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@@ -2161,7 +2161,7 @@ void RendererCanvasRenderRD::ShaderData::get_instance_param_list(List<RendererSt
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p.info = ShaderLanguage::uniform_to_property_info(E.value);
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p.info.name = E.key; //supply name
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p.index = E.value.instance_index;
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p.default_value = ShaderLanguage::constant_value_to_variant(E.value.default_value, E.value.type, E.value.hint);
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p.default_value = ShaderLanguage::constant_value_to_variant(E.value.default_value, E.value.type, E.value.array_size, E.value.hint);
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p_param_list->push_back(p);
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}
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}
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@@ -2186,7 +2186,7 @@ Variant RendererCanvasRenderRD::ShaderData::get_default_parameter(const StringNa
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if (uniforms.has(p_parameter)) {
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ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
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Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
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return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.hint);
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return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.array_size, uniform.hint);
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}
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return Variant();
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}
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