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Rename uniform to parameter across the engine
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@@ -68,9 +68,9 @@ void TextureLayeredEditor::_texture_changed() {
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}
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void TextureLayeredEditor::_update_material() {
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materials[0]->set_shader_uniform("layer", layer->get_value());
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materials[2]->set_shader_uniform("layer", layer->get_value());
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materials[texture->get_layered_type()]->set_shader_uniform("tex", texture->get_rid());
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materials[0]->set_shader_parameter("layer", layer->get_value());
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materials[2]->set_shader_parameter("layer", layer->get_value());
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materials[texture->get_layered_type()]->set_shader_parameter("tex", texture->get_rid());
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Vector3 v(1, 1, 1);
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v.normalize();
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@@ -79,10 +79,10 @@ void TextureLayeredEditor::_update_material() {
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b.rotate(Vector3(1, 0, 0), x_rot);
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b.rotate(Vector3(0, 1, 0), y_rot);
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materials[1]->set_shader_uniform("normal", v);
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materials[1]->set_shader_uniform("rot", b);
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materials[2]->set_shader_uniform("normal", v);
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materials[2]->set_shader_uniform("rot", b);
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materials[1]->set_shader_parameter("normal", v);
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materials[1]->set_shader_parameter("rot", b);
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materials[2]->set_shader_parameter("normal", v);
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materials[2]->set_shader_parameter("rot", b);
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String format = Image::get_format_name(texture->get_format());
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