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Merge pull request #56187 from Chaosus/fix_default_texture
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@@ -2818,12 +2818,15 @@ void RendererStorageRD::MaterialData::update_textures(const Map<StringName, Vari
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case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO: {
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case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO: {
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rd_texture = singleton->texture_rd_get_default(DEFAULT_RD_TEXTURE_BLACK);
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rd_texture = singleton->texture_rd_get_default(DEFAULT_RD_TEXTURE_BLACK);
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} break;
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} break;
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case ShaderLanguage::ShaderNode::Uniform::HINT_NONE: {
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rd_texture = singleton->texture_rd_get_default(DEFAULT_RD_TEXTURE_NORMAL);
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} break;
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case ShaderLanguage::ShaderNode::Uniform::HINT_ANISOTROPY: {
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case ShaderLanguage::ShaderNode::Uniform::HINT_ANISOTROPY: {
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rd_texture = singleton->texture_rd_get_default(DEFAULT_RD_TEXTURE_ANISO);
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rd_texture = singleton->texture_rd_get_default(DEFAULT_RD_TEXTURE_ANISO);
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} break;
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} break;
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case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: {
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rd_texture = singleton->texture_rd_get_default(DEFAULT_RD_TEXTURE_NORMAL);
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} break;
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case ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_NORMAL: {
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rd_texture = singleton->texture_rd_get_default(DEFAULT_RD_TEXTURE_NORMAL);
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} break;
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default: {
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default: {
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rd_texture = singleton->texture_rd_get_default(DEFAULT_RD_TEXTURE_WHITE);
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rd_texture = singleton->texture_rd_get_default(DEFAULT_RD_TEXTURE_WHITE);
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} break;
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} break;
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