Add hint_color
support for vec3
in shaders
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4a9e8b560a
commit
5eb3a0ef4a
3 changed files with 134 additions and 44 deletions
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@ -392,26 +392,60 @@ _FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataTy
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float *gui = (float *)data;
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if (p_array_size > 0) {
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const PackedVector3Array &a = value;
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int s = a.size();
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if (value.get_type() == Variant::PACKED_COLOR_ARRAY) {
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const PackedColorArray &a = value;
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int s = a.size();
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for (int i = 0, j = 0; i < p_array_size; i++, j += 4) {
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if (i < s) {
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gui[j] = a[i].x;
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gui[j + 1] = a[i].y;
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gui[j + 2] = a[i].z;
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} else {
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gui[j] = 0;
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gui[j + 1] = 0;
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gui[j + 2] = 0;
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for (int i = 0, j = 0; i < p_array_size; i++, j += 4) {
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if (i < s) {
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Color color = a[i];
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if (p_linear_color) {
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color = color.srgb_to_linear();
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}
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gui[j] = color.r;
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gui[j + 1] = color.g;
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gui[j + 2] = color.b;
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} else {
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gui[j] = 0;
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gui[j + 1] = 0;
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gui[j + 2] = 0;
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}
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gui[j + 3] = 0; // ignored
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}
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} else {
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const PackedVector3Array &a = value;
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int s = a.size();
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for (int i = 0, j = 0; i < p_array_size; i++, j += 4) {
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if (i < s) {
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gui[j] = a[i].x;
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gui[j + 1] = a[i].y;
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gui[j + 2] = a[i].z;
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} else {
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gui[j] = 0;
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gui[j + 1] = 0;
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gui[j + 2] = 0;
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}
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gui[j + 3] = 0; // ignored
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}
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gui[j + 3] = 0; // ignored
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}
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} else {
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Vector3 v = value;
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gui[0] = v.x;
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gui[1] = v.y;
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gui[2] = v.z;
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if (value.get_type() == Variant::COLOR) {
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Color v = value;
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if (p_linear_color) {
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v = v.srgb_to_linear();
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}
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gui[0] = v.r;
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gui[1] = v.g;
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gui[2] = v.b;
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} else {
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Vector3 v = value;
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gui[0] = v.x;
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gui[1] = v.y;
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gui[2] = v.z;
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}
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}
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} break;
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case ShaderLanguage::TYPE_VEC4: {
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@ -925,7 +959,7 @@ void MaterialData::update_uniform_buffer(const Map<StringName, ShaderLanguage::S
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//value=E.value.default_value;
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} else {
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//zero because it was not provided
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if (E.value.type == ShaderLanguage::TYPE_VEC4 && E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_COLOR) {
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if ((E.value.type == ShaderLanguage::TYPE_VEC3 || E.value.type == ShaderLanguage::TYPE_VEC4) && E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_COLOR) {
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//colors must be set as black, with alpha as 1.0
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_fill_std140_variant_ubo_value(E.value.type, E.value.array_size, Color(0, 0, 0, 1), data, p_use_linear_color);
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} else {
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@ -388,26 +388,60 @@ _FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataTy
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float *gui = reinterpret_cast<float *>(data);
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if (p_array_size > 0) {
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const PackedVector3Array &a = value;
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int s = a.size();
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if (value.get_type() == Variant::PACKED_COLOR_ARRAY) {
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const PackedColorArray &a = value;
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int s = a.size();
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for (int i = 0, j = 0; i < p_array_size; i++, j += 4) {
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if (i < s) {
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gui[j] = a[i].x;
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gui[j + 1] = a[i].y;
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gui[j + 2] = a[i].z;
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} else {
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gui[j] = 0;
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gui[j + 1] = 0;
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gui[j + 2] = 0;
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for (int i = 0, j = 0; i < p_array_size; i++, j += 4) {
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if (i < s) {
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Color color = a[i];
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if (p_linear_color) {
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color = color.srgb_to_linear();
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}
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gui[j] = color.r;
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gui[j + 1] = color.g;
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gui[j + 2] = color.b;
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} else {
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gui[j] = 0;
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gui[j + 1] = 0;
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gui[j + 2] = 0;
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}
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gui[j + 3] = 0; // ignored
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}
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} else {
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const PackedVector3Array &a = value;
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int s = a.size();
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for (int i = 0, j = 0; i < p_array_size; i++, j += 4) {
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if (i < s) {
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gui[j] = a[i].x;
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gui[j + 1] = a[i].y;
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gui[j + 2] = a[i].z;
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} else {
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gui[j] = 0;
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gui[j + 1] = 0;
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gui[j + 2] = 0;
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}
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gui[j + 3] = 0; // ignored
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}
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gui[j + 3] = 0; // ignored
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}
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} else {
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Vector3 v = value;
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gui[0] = v.x;
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gui[1] = v.y;
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gui[2] = v.z;
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if (value.get_type() == Variant::COLOR) {
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Color v = value;
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if (p_linear_color) {
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v = v.srgb_to_linear();
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}
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gui[0] = v.r;
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gui[1] = v.g;
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gui[2] = v.b;
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} else {
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Vector3 v = value;
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gui[0] = v.x;
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gui[1] = v.y;
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gui[2] = v.z;
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}
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}
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} break;
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case ShaderLanguage::TYPE_VEC4: {
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@ -921,7 +955,7 @@ void MaterialData::update_uniform_buffer(const Map<StringName, ShaderLanguage::S
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//value=E.value.default_value;
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} else {
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//zero because it was not provided
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if (E.value.type == ShaderLanguage::TYPE_VEC4 && E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_COLOR) {
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if ((E.value.type == ShaderLanguage::TYPE_VEC3 || E.value.type == ShaderLanguage::TYPE_VEC4) && E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_COLOR) {
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//colors must be set as black, with alpha as 1.0
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_fill_std140_variant_ubo_value(E.value.type, E.value.array_size, Color(0, 0, 0, 1), data, p_use_linear_color);
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} else {
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@ -3548,13 +3548,25 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
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if (array_size > 0) {
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array_size *= 3;
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PackedVector3Array array = PackedVector3Array();
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for (int i = 0; i < array_size; i += 3) {
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array.push_back(Vector3(p_value[i].real, p_value[i + 1].real, p_value[i + 2].real));
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if (p_hint == ShaderLanguage::ShaderNode::Uniform::HINT_COLOR) {
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PackedColorArray array = PackedColorArray();
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for (int i = 0; i < array_size; i += 3) {
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array.push_back(Color(p_value[i].real, p_value[i + 1].real, p_value[i + 2].real));
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}
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value = Variant(array);
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} else {
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PackedVector3Array array = PackedVector3Array();
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for (int i = 0; i < array_size; i += 3) {
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array.push_back(Vector3(p_value[i].real, p_value[i + 1].real, p_value[i + 2].real));
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}
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value = Variant(array);
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}
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value = Variant(array);
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} else {
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value = Variant(Vector3(p_value[0].real, p_value[1].real, p_value[2].real));
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if (p_hint == ShaderLanguage::ShaderNode::Uniform::HINT_COLOR) {
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value = Variant(Color(p_value[0].real, p_value[1].real, p_value[2].real));
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} else {
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value = Variant(Vector3(p_value[0].real, p_value[1].real, p_value[2].real));
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}
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}
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break;
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case ShaderLanguage::TYPE_VEC4:
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@ -3760,9 +3772,19 @@ PropertyInfo ShaderLanguage::uniform_to_property_info(const ShaderNode::Uniform
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break;
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case ShaderLanguage::TYPE_VEC3:
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if (p_uniform.array_size > 0) {
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pi.type = Variant::PACKED_VECTOR3_ARRAY;
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if (p_uniform.hint == ShaderLanguage::ShaderNode::Uniform::HINT_COLOR) {
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pi.hint = PROPERTY_HINT_COLOR_NO_ALPHA;
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pi.type = Variant::PACKED_COLOR_ARRAY;
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} else {
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pi.type = Variant::PACKED_VECTOR3_ARRAY;
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}
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} else {
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pi.type = Variant::VECTOR3;
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if (p_uniform.hint == ShaderLanguage::ShaderNode::Uniform::HINT_COLOR) {
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pi.hint = PROPERTY_HINT_COLOR_NO_ALPHA;
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pi.type = Variant::COLOR;
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} else {
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pi.type = Variant::VECTOR3;
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}
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}
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break;
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case ShaderLanguage::TYPE_VEC4: {
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@ -8001,8 +8023,8 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
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} else if (tk.type == TK_HINT_BLACK_ALBEDO_TEXTURE) {
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uniform2.hint = ShaderNode::Uniform::HINT_BLACK_ALBEDO;
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} else if (tk.type == TK_HINT_COLOR) {
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if (type != TYPE_VEC4) {
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_set_error(vformat(RTR("Color hint is for '%s' only."), "vec4"));
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if (type != TYPE_VEC3 && type != TYPE_VEC4) {
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_set_error(vformat(RTR("Color hint is for '%s' or '%s' only."), "vec3", "vec4"));
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return ERR_PARSE_ERROR;
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}
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uniform2.hint = ShaderNode::Uniform::HINT_COLOR;
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@ -9514,7 +9536,7 @@ Error ShaderLanguage::complete(const String &p_code, const ShaderCompileInfo &p_
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} break;
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case COMPLETION_HINT: {
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if (completion_base == DataType::TYPE_VEC4) {
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if (completion_base == DataType::TYPE_VEC3 || completion_base == DataType::TYPE_VEC4) {
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ScriptLanguage::CodeCompletionOption option("hint_color", ScriptLanguage::CODE_COMPLETION_KIND_PLAIN_TEXT);
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r_options->push_back(option);
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} else if ((completion_base == DataType::TYPE_INT || completion_base == DataType::TYPE_FLOAT) && !completion_base_array) {
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