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authorJFonS <joan.fonssanchez@gmail.com>2018-11-16 12:20:23 +0100
committerJFonS <joan.fonssanchez@gmail.com>2018-11-16 12:20:23 +0100
commitfb92c7b0fa7faf0f69b5da0bef3fcc2350fd832e (patch)
tree356aa78823365ade1572a5752ef310635a076b9d /drivers
parent26d33d1c6eedf9271bac20a24ea37453c21ef890 (diff)
Use hint_color when getting shader default params
Diffstat (limited to 'drivers')
-rw-r--r--drivers/gles2/rasterizer_storage_gles2.cpp5
-rw-r--r--drivers/gles3/rasterizer_storage_gles3.cpp5
2 files changed, 6 insertions, 4 deletions
diff --git a/drivers/gles2/rasterizer_storage_gles2.cpp b/drivers/gles2/rasterizer_storage_gles2.cpp
index 060988fbea..d646500a23 100644
--- a/drivers/gles2/rasterizer_storage_gles2.cpp
+++ b/drivers/gles2/rasterizer_storage_gles2.cpp
@@ -1497,8 +1497,9 @@ Variant RasterizerStorageGLES2::material_get_param_default(RID p_material, const
if (material->shader) {
if (material->shader->uniforms.has(p_param)) {
- Vector<ShaderLanguage::ConstantNode::Value> default_value = material->shader->uniforms[p_param].default_value;
- return ShaderLanguage::constant_value_to_variant(default_value, material->shader->uniforms[p_param].type);
+ ShaderLanguage::ShaderNode::Uniform uniform = material->shader->uniforms[p_param];
+ Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
+ return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.hint);
}
}
return Variant();
diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp
index 7ca7d8a471..64e04eec71 100644
--- a/drivers/gles3/rasterizer_storage_gles3.cpp
+++ b/drivers/gles3/rasterizer_storage_gles3.cpp
@@ -2253,8 +2253,9 @@ Variant RasterizerStorageGLES3::material_get_param_default(RID p_material, const
if (material->shader) {
if (material->shader->uniforms.has(p_param)) {
- Vector<ShaderLanguage::ConstantNode::Value> default_value = material->shader->uniforms[p_param].default_value;
- return ShaderLanguage::constant_value_to_variant(default_value, material->shader->uniforms[p_param].type);
+ ShaderLanguage::ShaderNode::Uniform uniform = material->shader->uniforms[p_param];
+ Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
+ return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.hint);
}
}
return Variant();