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authorHugo Locurcio <hugo.locurcio@hugo.pro>2022-04-03 18:56:43 +0200
committerHugo Locurcio <hugo.locurcio@hugo.pro>2022-07-28 18:46:59 +0200
commit4b42379c8fb89c28a8c38e79ac3573f5b34f8fb4 (patch)
tree791d890cb434e4b67513518d3b6507e53b02065c /drivers/gles3/shaders
parent2e05cc3314d0fd04f0e151ad0a827b34b28d8ece (diff)
Rename RenderingServer global shader uniform methods to be more explicit
The `global_shader_uniform` name is longer, but it makes it much easier to find the methods when searching in the class reference.
Diffstat (limited to 'drivers/gles3/shaders')
-rw-r--r--drivers/gles3/shaders/canvas_uniforms_inc.glsl4
-rw-r--r--drivers/gles3/shaders/scene.glsl8
-rw-r--r--drivers/gles3/shaders/sky.glsl4
3 files changed, 8 insertions, 8 deletions
diff --git a/drivers/gles3/shaders/canvas_uniforms_inc.glsl b/drivers/gles3/shaders/canvas_uniforms_inc.glsl
index e08a15e59d..852dccf415 100644
--- a/drivers/gles3/shaders/canvas_uniforms_inc.glsl
+++ b/drivers/gles3/shaders/canvas_uniforms_inc.glsl
@@ -58,8 +58,8 @@ struct DrawData {
uvec4 lights;
};
-layout(std140) uniform GlobalVariableData { //ubo:1
- vec4 global_variables[MAX_GLOBAL_VARIABLES];
+layout(std140) uniform GlobalShaderUniformData { //ubo:1
+ vec4 global_shader_uniforms[MAX_GLOBAL_SHADER_UNIFORMS];
};
layout(std140) uniform CanvasData { //ubo:0
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index 4f2be8bf60..cd88ba6cb7 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -104,8 +104,8 @@ layout(location = 14) in highp vec4 instance_xform2;
layout(location = 15) in highp uvec4 instance_color_custom_data; // Color packed into xy, Custom data into zw.
#endif
-layout(std140) uniform GlobalVariableData { //ubo:1
- vec4 global_variables[MAX_GLOBAL_VARIABLES];
+layout(std140) uniform GlobalShaderUniformData { //ubo:1
+ vec4 global_shader_uniforms[MAX_GLOBAL_SHADER_UNIFORMS];
};
layout(std140) uniform SceneData { // ubo:2
@@ -399,8 +399,8 @@ uniform samplerCube radiance_map; // texunit:-2
#endif
-layout(std140) uniform GlobalVariableData { //ubo:1
- vec4 global_variables[MAX_GLOBAL_VARIABLES];
+layout(std140) uniform GlobalShaderUniformData { //ubo:1
+ vec4 global_shader_uniforms[MAX_GLOBAL_SHADER_UNIFORMS];
};
/* Material Uniforms */
diff --git a/drivers/gles3/shaders/sky.glsl b/drivers/gles3/shaders/sky.glsl
index 50ab38bc31..eb1befe38e 100644
--- a/drivers/gles3/shaders/sky.glsl
+++ b/drivers/gles3/shaders/sky.glsl
@@ -42,8 +42,8 @@ uniform sampler2D half_res; //texunit:-2
uniform sampler2D quarter_res; //texunit:-3
#endif
-layout(std140) uniform GlobalVariableData { //ubo:1
- vec4 global_variables[MAX_GLOBAL_VARIABLES];
+layout(std140) uniform GlobalShaderUniformData { //ubo:1
+ vec4 global_shader_uniforms[MAX_GLOBAL_SHADER_UNIFORMS];
};
struct DirectionalLightData {