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-rw-r--r--servers/rendering/shader_language.cpp32
1 files changed, 15 insertions, 17 deletions
diff --git a/servers/rendering/shader_language.cpp b/servers/rendering/shader_language.cpp
index 79fbc59b06..92b8d7350e 100644
--- a/servers/rendering/shader_language.cpp
+++ b/servers/rendering/shader_language.cpp
@@ -4110,43 +4110,41 @@ PropertyInfo ShaderLanguage::uniform_to_property_info(const ShaderNode::Uniform
case ShaderLanguage::TYPE_USAMPLER2D: {
if (p_uniform.array_size > 0) {
pi.type = Variant::ARRAY;
+ pi.hint = PROPERTY_HINT_ARRAY_TYPE;
+ pi.hint_string = vformat("%s/%s:%s", Variant::OBJECT, PROPERTY_HINT_RESOURCE_TYPE, "Texture2D");
} else {
pi.type = Variant::OBJECT;
+ pi.hint = PROPERTY_HINT_RESOURCE_TYPE;
+ pi.hint_string = "Texture2D";
}
- pi.hint = PROPERTY_HINT_RESOURCE_TYPE;
- pi.hint_string = "Texture2D";
} break;
case ShaderLanguage::TYPE_SAMPLER2DARRAY:
case ShaderLanguage::TYPE_ISAMPLER2DARRAY:
- case ShaderLanguage::TYPE_USAMPLER2DARRAY: {
+ case ShaderLanguage::TYPE_USAMPLER2DARRAY:
+ case ShaderLanguage::TYPE_SAMPLERCUBE:
+ case ShaderLanguage::TYPE_SAMPLERCUBEARRAY: {
if (p_uniform.array_size > 0) {
pi.type = Variant::ARRAY;
+ pi.hint = PROPERTY_HINT_ARRAY_TYPE;
+ pi.hint_string = vformat("%s/%s:%s", Variant::OBJECT, PROPERTY_HINT_RESOURCE_TYPE, "TextureLayered");
} else {
pi.type = Variant::OBJECT;
+ pi.hint = PROPERTY_HINT_RESOURCE_TYPE;
+ pi.hint_string = "TextureLayered";
}
- pi.hint = PROPERTY_HINT_RESOURCE_TYPE;
- pi.hint_string = "TextureLayered";
} break;
case ShaderLanguage::TYPE_SAMPLER3D:
case ShaderLanguage::TYPE_ISAMPLER3D:
case ShaderLanguage::TYPE_USAMPLER3D: {
if (p_uniform.array_size > 0) {
pi.type = Variant::ARRAY;
+ pi.hint = PROPERTY_HINT_ARRAY_TYPE;
+ pi.hint_string = vformat("%s/%s:%s", Variant::OBJECT, PROPERTY_HINT_RESOURCE_TYPE, "Texture3D");
} else {
pi.type = Variant::OBJECT;
+ pi.hint = PROPERTY_HINT_RESOURCE_TYPE;
+ pi.hint_string = "Texture3D";
}
- pi.hint = PROPERTY_HINT_RESOURCE_TYPE;
- pi.hint_string = "Texture3D";
- } break;
- case ShaderLanguage::TYPE_SAMPLERCUBE:
- case ShaderLanguage::TYPE_SAMPLERCUBEARRAY: {
- if (p_uniform.array_size > 0) {
- pi.type = Variant::ARRAY;
- } else {
- pi.type = Variant::OBJECT;
- }
- pi.hint = PROPERTY_HINT_RESOURCE_TYPE;
- pi.hint_string = "TextureLayered";
} break;
case ShaderLanguage::TYPE_STRUCT: {
// FIXME: Implement this.