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Use C++11 raw literals for shader code to improve readability
In files that have lots of branching, `\t` was replaced with a tab character instead.
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@@ -757,7 +757,13 @@ void RendererSceneSkyRD::init(RendererStorageRD *p_storage) {
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sky_shader.default_shader = storage->shader_allocate();
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storage->shader_initialize(sky_shader.default_shader);
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storage->shader_set_code(sky_shader.default_shader, "shader_type sky; void sky() { COLOR = vec3(0.0); } \n");
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storage->shader_set_code(sky_shader.default_shader, R"(
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shader_type sky;
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void sky() {
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COLOR = vec3(0.0);
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}
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)");
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sky_shader.default_material = storage->material_allocate();
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storage->material_initialize(sky_shader.default_material);
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@@ -838,7 +844,15 @@ void RendererSceneSkyRD::init(RendererStorageRD *p_storage) {
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sky_scene_state.fog_shader = storage->shader_allocate();
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storage->shader_initialize(sky_scene_state.fog_shader);
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storage->shader_set_code(sky_scene_state.fog_shader, "shader_type sky; uniform vec4 clear_color; void sky() { COLOR = clear_color.rgb; } \n");
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storage->shader_set_code(sky_scene_state.fog_shader, R"(
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shader_type sky;
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uniform vec4 clear_color;
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void sky() {
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COLOR = clear_color.rgb;
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}
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)");
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sky_scene_state.fog_material = storage->material_allocate();
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storage->material_initialize(sky_scene_state.fog_material);
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