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New OpenGL batching canvas renderer
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@@ -1957,15 +1957,15 @@ void RendererCanvasRenderRD::ShaderData::set_code(const String &p_code) {
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return; //just invalid, but no error
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}
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ShaderCompilerRD::GeneratedCode gen_code;
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ShaderCompiler::GeneratedCode gen_code;
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int blend_mode = BLEND_MODE_MIX;
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uses_screen_texture = false;
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ShaderCompilerRD::IdentifierActions actions;
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actions.entry_point_stages["vertex"] = ShaderCompilerRD::STAGE_VERTEX;
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actions.entry_point_stages["fragment"] = ShaderCompilerRD::STAGE_FRAGMENT;
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actions.entry_point_stages["light"] = ShaderCompilerRD::STAGE_FRAGMENT;
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ShaderCompiler::IdentifierActions actions;
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actions.entry_point_stages["vertex"] = ShaderCompiler::STAGE_VERTEX;
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actions.entry_point_stages["fragment"] = ShaderCompiler::STAGE_FRAGMENT;
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actions.entry_point_stages["light"] = ShaderCompiler::STAGE_FRAGMENT;
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actions.render_mode_values["blend_add"] = Pair<int *, int>(&blend_mode, BLEND_MODE_ADD);
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actions.render_mode_values["blend_mix"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MIX);
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@@ -2002,7 +2002,7 @@ void RendererCanvasRenderRD::ShaderData::set_code(const String &p_code) {
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print_line("\n**fragment_code:\n" + gen_code.fragment);
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print_line("\n**light_code:\n" + gen_code.light);
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#endif
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canvas_singleton->shader.canvas_shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompilerRD::STAGE_VERTEX], gen_code.stage_globals[ShaderCompilerRD::STAGE_FRAGMENT], gen_code.defines);
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canvas_singleton->shader.canvas_shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines);
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ERR_FAIL_COND(!canvas_singleton->shader.canvas_shader.version_is_valid(version));
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ubo_size = gen_code.uniform_total_size;
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@@ -2359,7 +2359,7 @@ RendererCanvasRenderRD::RendererCanvasRenderRD(RendererStorageRD *p_storage) {
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{
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//shader compiler
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ShaderCompilerRD::DefaultIdentifierActions actions;
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ShaderCompiler::DefaultIdentifierActions actions;
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actions.renames["VERTEX"] = "vertex";
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actions.renames["LIGHT_VERTEX"] = "light_vertex";
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