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path: root/drivers/gles3/storage/material_storage.cpp
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Diffstat (limited to 'drivers/gles3/storage/material_storage.cpp')
-rw-r--r--drivers/gles3/storage/material_storage.cpp45
1 files changed, 45 insertions, 0 deletions
diff --git a/drivers/gles3/storage/material_storage.cpp b/drivers/gles3/storage/material_storage.cpp
index 11359c4e62..91c4320acc 100644
--- a/drivers/gles3/storage/material_storage.cpp
+++ b/drivers/gles3/storage/material_storage.cpp
@@ -2900,7 +2900,22 @@ void CanvasShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
}
}
+ String last_group;
for (const KeyValue<int, StringName> &E : order) {
+ String group = uniforms[E.value].group;
+ if (!uniforms[E.value].subgroup.is_empty()) {
+ group += "::" + uniforms[E.value].subgroup;
+ }
+
+ if (group != last_group) {
+ PropertyInfo pi;
+ pi.usage = PROPERTY_USAGE_GROUP;
+ pi.name = group;
+ p_param_list->push_back(pi);
+
+ last_group = group;
+ }
+
PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E.value]);
pi.name = E.value;
p_param_list->push_back(pi);
@@ -3123,7 +3138,22 @@ void SkyShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
}
}
+ String last_group;
for (const KeyValue<int, StringName> &E : order) {
+ String group = uniforms[E.value].group;
+ if (!uniforms[E.value].subgroup.is_empty()) {
+ group += "::" + uniforms[E.value].subgroup;
+ }
+
+ if (group != last_group) {
+ PropertyInfo pi;
+ pi.usage = PROPERTY_USAGE_GROUP;
+ pi.name = group;
+ p_param_list->push_back(pi);
+
+ last_group = group;
+ }
+
PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E.value]);
pi.name = E.value;
p_param_list->push_back(pi);
@@ -3433,7 +3463,22 @@ void SceneShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
}
}
+ String last_group;
for (const KeyValue<int, StringName> &E : order) {
+ String group = uniforms[E.value].group;
+ if (!uniforms[E.value].subgroup.is_empty()) {
+ group += "::" + uniforms[E.value].subgroup;
+ }
+
+ if (group != last_group) {
+ PropertyInfo pi;
+ pi.usage = PROPERTY_USAGE_GROUP;
+ pi.name = group;
+ p_param_list->push_back(pi);
+
+ last_group = group;
+ }
+
PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E.value]);
pi.name = E.value;
p_param_list->push_back(pi);