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Refactor GLSL shader compilation
-Used a more consistent set of keywords for the shader -Remove all harcoded entry points -Re-wrote the GLSL shader parser, new system is more flexible. Allows any entry point organization. -Entry point for sky shaders is now sky(). -Entry point for particle shaders is now process().
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@@ -205,7 +205,7 @@ void ShaderTextEditor::_code_complete_script(const String &p_code, List<ScriptCo
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ShaderLanguage sl;
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String calltip;
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sl.complete(p_code, ShaderTypes::get_singleton()->get_functions(RenderingServer::ShaderMode(shader->get_mode())), ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader->get_mode())), ShaderTypes::get_singleton()->get_types(), _get_global_variable_type, r_options, calltip);
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sl.complete(p_code, ShaderTypes::get_singleton()->get_functions(RenderingServer::ShaderMode(shader->get_mode())), ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader->get_mode())), ShaderLanguage::VaryingFunctionNames(), ShaderTypes::get_singleton()->get_types(), _get_global_variable_type, r_options, calltip);
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get_text_editor()->set_code_hint(calltip);
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}
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@@ -219,7 +219,7 @@ void ShaderTextEditor::_validate_script() {
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ShaderLanguage sl;
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Error err = sl.compile(code, ShaderTypes::get_singleton()->get_functions(RenderingServer::ShaderMode(shader->get_mode())), ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader->get_mode())), ShaderTypes::get_singleton()->get_types(), _get_global_variable_type);
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Error err = sl.compile(code, ShaderTypes::get_singleton()->get_functions(RenderingServer::ShaderMode(shader->get_mode())), ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader->get_mode())), ShaderLanguage::VaryingFunctionNames(), ShaderTypes::get_singleton()->get_types(), _get_global_variable_type);
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if (err != OK) {
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String error_text = "error(" + itos(sl.get_error_line()) + "): " + sl.get_error_text();
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