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Style: clang-format: Disable AllowShortCaseLabelsOnASingleLine
Part of #33027.
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@@ -1569,35 +1569,64 @@ Array RenderingServer::_mesh_surface_get_skeleton_aabb_bind(RID p_mesh, int p_su
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ShaderLanguage::DataType RenderingServer::global_variable_type_get_shader_datatype(GlobalVariableType p_type) {
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switch (p_type) {
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case RS::GLOBAL_VAR_TYPE_BOOL: return ShaderLanguage::TYPE_BOOL;
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case RS::GLOBAL_VAR_TYPE_BVEC2: return ShaderLanguage::TYPE_BVEC2;
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case RS::GLOBAL_VAR_TYPE_BVEC3: return ShaderLanguage::TYPE_BVEC3;
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case RS::GLOBAL_VAR_TYPE_BVEC4: return ShaderLanguage::TYPE_BVEC4;
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case RS::GLOBAL_VAR_TYPE_INT: return ShaderLanguage::TYPE_INT;
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case RS::GLOBAL_VAR_TYPE_IVEC2: return ShaderLanguage::TYPE_IVEC2;
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case RS::GLOBAL_VAR_TYPE_IVEC3: return ShaderLanguage::TYPE_IVEC3;
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case RS::GLOBAL_VAR_TYPE_IVEC4: return ShaderLanguage::TYPE_IVEC4;
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case RS::GLOBAL_VAR_TYPE_RECT2I: return ShaderLanguage::TYPE_IVEC4;
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case RS::GLOBAL_VAR_TYPE_UINT: return ShaderLanguage::TYPE_UINT;
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case RS::GLOBAL_VAR_TYPE_UVEC2: return ShaderLanguage::TYPE_UVEC2;
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case RS::GLOBAL_VAR_TYPE_UVEC3: return ShaderLanguage::TYPE_UVEC3;
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case RS::GLOBAL_VAR_TYPE_UVEC4: return ShaderLanguage::TYPE_UVEC4;
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case RS::GLOBAL_VAR_TYPE_FLOAT: return ShaderLanguage::TYPE_FLOAT;
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case RS::GLOBAL_VAR_TYPE_VEC2: return ShaderLanguage::TYPE_VEC2;
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case RS::GLOBAL_VAR_TYPE_VEC3: return ShaderLanguage::TYPE_VEC3;
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case RS::GLOBAL_VAR_TYPE_VEC4: return ShaderLanguage::TYPE_VEC4;
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case RS::GLOBAL_VAR_TYPE_COLOR: return ShaderLanguage::TYPE_VEC4;
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case RS::GLOBAL_VAR_TYPE_RECT2: return ShaderLanguage::TYPE_VEC4;
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case RS::GLOBAL_VAR_TYPE_MAT2: return ShaderLanguage::TYPE_MAT2;
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case RS::GLOBAL_VAR_TYPE_MAT3: return ShaderLanguage::TYPE_MAT3;
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case RS::GLOBAL_VAR_TYPE_MAT4: return ShaderLanguage::TYPE_MAT4;
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case RS::GLOBAL_VAR_TYPE_TRANSFORM_2D: return ShaderLanguage::TYPE_MAT3;
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case RS::GLOBAL_VAR_TYPE_TRANSFORM: return ShaderLanguage::TYPE_MAT4;
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case RS::GLOBAL_VAR_TYPE_SAMPLER2D: return ShaderLanguage::TYPE_SAMPLER2D;
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case RS::GLOBAL_VAR_TYPE_SAMPLER2DARRAY: return ShaderLanguage::TYPE_SAMPLER2DARRAY;
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case RS::GLOBAL_VAR_TYPE_SAMPLER3D: return ShaderLanguage::TYPE_SAMPLER3D;
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case RS::GLOBAL_VAR_TYPE_SAMPLERCUBE: return ShaderLanguage::TYPE_SAMPLERCUBE;
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default: return ShaderLanguage::TYPE_MAX; //invalid or not found
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case RS::GLOBAL_VAR_TYPE_BOOL:
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return ShaderLanguage::TYPE_BOOL;
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case RS::GLOBAL_VAR_TYPE_BVEC2:
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return ShaderLanguage::TYPE_BVEC2;
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case RS::GLOBAL_VAR_TYPE_BVEC3:
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return ShaderLanguage::TYPE_BVEC3;
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case RS::GLOBAL_VAR_TYPE_BVEC4:
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return ShaderLanguage::TYPE_BVEC4;
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case RS::GLOBAL_VAR_TYPE_INT:
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return ShaderLanguage::TYPE_INT;
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case RS::GLOBAL_VAR_TYPE_IVEC2:
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return ShaderLanguage::TYPE_IVEC2;
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case RS::GLOBAL_VAR_TYPE_IVEC3:
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return ShaderLanguage::TYPE_IVEC3;
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case RS::GLOBAL_VAR_TYPE_IVEC4:
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return ShaderLanguage::TYPE_IVEC4;
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case RS::GLOBAL_VAR_TYPE_RECT2I:
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return ShaderLanguage::TYPE_IVEC4;
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case RS::GLOBAL_VAR_TYPE_UINT:
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return ShaderLanguage::TYPE_UINT;
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case RS::GLOBAL_VAR_TYPE_UVEC2:
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return ShaderLanguage::TYPE_UVEC2;
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case RS::GLOBAL_VAR_TYPE_UVEC3:
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return ShaderLanguage::TYPE_UVEC3;
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case RS::GLOBAL_VAR_TYPE_UVEC4:
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return ShaderLanguage::TYPE_UVEC4;
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case RS::GLOBAL_VAR_TYPE_FLOAT:
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return ShaderLanguage::TYPE_FLOAT;
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case RS::GLOBAL_VAR_TYPE_VEC2:
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return ShaderLanguage::TYPE_VEC2;
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case RS::GLOBAL_VAR_TYPE_VEC3:
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return ShaderLanguage::TYPE_VEC3;
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case RS::GLOBAL_VAR_TYPE_VEC4:
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return ShaderLanguage::TYPE_VEC4;
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case RS::GLOBAL_VAR_TYPE_COLOR:
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return ShaderLanguage::TYPE_VEC4;
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case RS::GLOBAL_VAR_TYPE_RECT2:
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return ShaderLanguage::TYPE_VEC4;
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case RS::GLOBAL_VAR_TYPE_MAT2:
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return ShaderLanguage::TYPE_MAT2;
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case RS::GLOBAL_VAR_TYPE_MAT3:
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return ShaderLanguage::TYPE_MAT3;
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case RS::GLOBAL_VAR_TYPE_MAT4:
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return ShaderLanguage::TYPE_MAT4;
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case RS::GLOBAL_VAR_TYPE_TRANSFORM_2D:
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return ShaderLanguage::TYPE_MAT3;
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case RS::GLOBAL_VAR_TYPE_TRANSFORM:
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return ShaderLanguage::TYPE_MAT4;
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case RS::GLOBAL_VAR_TYPE_SAMPLER2D:
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return ShaderLanguage::TYPE_SAMPLER2D;
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case RS::GLOBAL_VAR_TYPE_SAMPLER2DARRAY:
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return ShaderLanguage::TYPE_SAMPLER2DARRAY;
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case RS::GLOBAL_VAR_TYPE_SAMPLER3D:
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return ShaderLanguage::TYPE_SAMPLER3D;
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case RS::GLOBAL_VAR_TYPE_SAMPLERCUBE:
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return ShaderLanguage::TYPE_SAMPLERCUBE;
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default:
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return ShaderLanguage::TYPE_MAX; //invalid or not found
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}
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}
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