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Use PackedVector4Array instead of float array for vec4 array uniform
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@@ -3982,12 +3982,9 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
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}
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value = Variant(array);
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} else {
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PackedFloat32Array array;
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PackedVector4Array array;
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for (int i = 0; i < array_size; i += 4) {
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array.push_back(p_value[i].real);
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array.push_back(p_value[i + 1].real);
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array.push_back(p_value[i + 2].real);
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array.push_back(p_value[i + 3].real);
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array.push_back(Vector4(p_value[i].real, p_value[i + 1].real, p_value[i + 2].real, p_value[i + 3].real));
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}
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value = Variant(array);
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}
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@@ -4219,7 +4216,7 @@ PropertyInfo ShaderLanguage::uniform_to_property_info(const ShaderNode::Uniform
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if (p_uniform.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SOURCE_COLOR) {
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pi.type = Variant::PACKED_COLOR_ARRAY;
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} else {
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pi.type = Variant::PACKED_FLOAT32_ARRAY;
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pi.type = Variant::PACKED_VECTOR4_ARRAY;
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}
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} else {
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if (p_uniform.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SOURCE_COLOR) {
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