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Add hint_transparent to use a transparent black placeholder texture
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@@ -1682,6 +1682,9 @@ void RasterizerCanvasGLES2::_legacy_canvas_render_item(Item *p_ci, RenderItemSta
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case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK: {
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glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
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} break;
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case ShaderLanguage::ShaderNode::Uniform::HINT_TRANSPARENT: {
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glBindTexture(GL_TEXTURE_2D, storage->resources.transparent_tex);
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} break;
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case ShaderLanguage::ShaderNode::Uniform::HINT_ANISO: {
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glBindTexture(GL_TEXTURE_2D, storage->resources.aniso_tex);
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} break;
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@@ -2044,6 +2047,9 @@ void RasterizerCanvasGLES2::render_joined_item(const BItemJoined &p_bij, RenderI
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case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK: {
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glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
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} break;
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case ShaderLanguage::ShaderNode::Uniform::HINT_TRANSPARENT: {
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glBindTexture(GL_TEXTURE_2D, storage->resources.transparent_tex);
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} break;
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case ShaderLanguage::ShaderNode::Uniform::HINT_ANISO: {
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glBindTexture(GL_TEXTURE_2D, storage->resources.aniso_tex);
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} break;
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