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Implement shader uniform groups/subgroups
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@@ -393,7 +393,22 @@ void Fog::FogShaderData::get_param_list(List<PropertyInfo> *p_param_list) const
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}
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}
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String last_group;
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for (const KeyValue<int, StringName> &E : order) {
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String group = uniforms[E.value].group;
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if (!uniforms[E.value].subgroup.is_empty()) {
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group += "::" + uniforms[E.value].subgroup;
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}
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if (group != last_group) {
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PropertyInfo pi;
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pi.usage = PROPERTY_USAGE_GROUP;
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pi.name = group;
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p_param_list->push_back(pi);
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last_group = group;
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}
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PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E.value]);
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pi.name = E.value;
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p_param_list->push_back(pi);
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