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Use PackedVector4Array instead of float array for vec4 array uniform

This commit is contained in:
Yuri Rubinsky
2024-06-26 17:11:32 +03:00
parent cae2f853dc
commit 72c7e51905
2 changed files with 18 additions and 6 deletions

View File

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