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Fix texture samplers to not being last in the property list
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@@ -922,7 +922,7 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene
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if (shader->uniforms.has(vnode->name)) {
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//its a uniform!
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const ShaderLanguage::ShaderNode::Uniform &u = shader->uniforms[vnode->name];
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if (u.texture_order >= 0) {
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if (u.is_texture()) {
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StringName name;
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if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SCREEN_TEXTURE) {
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name = "color_buffer";
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@@ -1039,7 +1039,7 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene
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if (shader->uniforms.has(anode->name)) {
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//its a uniform!
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const ShaderLanguage::ShaderNode::Uniform &u = shader->uniforms[anode->name];
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if (u.texture_order >= 0) {
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if (u.is_texture()) {
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code = _mkid(anode->name); //texture, use as is
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} else {
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//a scalar or vector
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