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Several fixes to 3D rendering, and multimesh implementation.
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@@ -307,6 +307,12 @@ const ShaderLanguage::KeyWord ShaderLanguage::keyword_list[] = {
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{ TK_HINT_WHITE_TEXTURE, "hint_white" },
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{ TK_HINT_BLACK_TEXTURE, "hint_black" },
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{ TK_HINT_NORMAL_TEXTURE, "hint_normal" },
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{ TK_HINT_ROUGHNESS_NORMAL_TEXTURE, "hint_roughness_normal" },
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{ TK_HINT_ROUGHNESS_R, "hint_roughness_r" },
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{ TK_HINT_ROUGHNESS_G, "hint_roughness_g" },
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{ TK_HINT_ROUGHNESS_B, "hint_roughness_b" },
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{ TK_HINT_ROUGHNESS_A, "hint_roughness_a" },
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{ TK_HINT_ROUGHNESS_GRAY, "hint_roughness_gray" },
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{ TK_HINT_ANISO_TEXTURE, "hint_aniso" },
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{ TK_HINT_ALBEDO_TEXTURE, "hint_albedo" },
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{ TK_HINT_BLACK_ALBEDO_TEXTURE, "hint_black_albedo" },
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@@ -5171,6 +5177,18 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
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uniform2.hint = ShaderNode::Uniform::HINT_BLACK;
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} else if (tk.type == TK_HINT_NORMAL_TEXTURE) {
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uniform2.hint = ShaderNode::Uniform::HINT_NORMAL;
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} else if (tk.type == TK_HINT_ROUGHNESS_NORMAL_TEXTURE) {
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uniform2.hint = ShaderNode::Uniform::HINT_ROUGHNESS_NORMAL;
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} else if (tk.type == TK_HINT_ROUGHNESS_R) {
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uniform2.hint = ShaderNode::Uniform::HINT_ROUGHNESS_R;
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} else if (tk.type == TK_HINT_ROUGHNESS_G) {
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uniform2.hint = ShaderNode::Uniform::HINT_ROUGHNESS_G;
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} else if (tk.type == TK_HINT_ROUGHNESS_B) {
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uniform2.hint = ShaderNode::Uniform::HINT_ROUGHNESS_B;
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} else if (tk.type == TK_HINT_ROUGHNESS_A) {
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uniform2.hint = ShaderNode::Uniform::HINT_ROUGHNESS_A;
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} else if (tk.type == TK_HINT_ROUGHNESS_GRAY) {
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uniform2.hint = ShaderNode::Uniform::HINT_ROUGHNESS_GRAY;
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} else if (tk.type == TK_HINT_ANISO_TEXTURE) {
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uniform2.hint = ShaderNode::Uniform::HINT_ANISO;
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} else if (tk.type == TK_HINT_ALBEDO_TEXTURE) {
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