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-rw-r--r--drivers/gles3/storage/material_storage.cpp13
1 files changed, 5 insertions, 8 deletions
diff --git a/drivers/gles3/storage/material_storage.cpp b/drivers/gles3/storage/material_storage.cpp
index ca62b0ca1f..a57c899133 100644
--- a/drivers/gles3/storage/material_storage.cpp
+++ b/drivers/gles3/storage/material_storage.cpp
@@ -981,7 +981,7 @@ void MaterialData::update_uniform_buffer(const HashMap<StringName, ShaderLanguag
//value=E.value.default_value;
} else {
//zero because it was not provided
- if ((E.value.type == ShaderLanguage::TYPE_VEC3 || E.value.type == ShaderLanguage::TYPE_VEC4) && E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_COLOR) {
+ if ((E.value.type == ShaderLanguage::TYPE_VEC3 || E.value.type == ShaderLanguage::TYPE_VEC4) && E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SOURCE_COLOR) {
//colors must be set as black, with alpha as 1.0
_fill_std140_variant_ubo_value(E.value.type, E.value.array_size, Color(0, 0, 0, 1), data);
} else {
@@ -1117,8 +1117,7 @@ void MaterialData::update_textures(const HashMap<StringName, Variant> &p_paramet
case ShaderLanguage::TYPE_USAMPLER2D:
case ShaderLanguage::TYPE_SAMPLER2D: {
switch (p_texture_uniforms[i].hint) {
- case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK:
- case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO: {
+ case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_BLACK: {
gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_BLACK);
} break;
case ShaderLanguage::ShaderNode::Uniform::HINT_ANISOTROPY: {
@@ -1138,8 +1137,7 @@ void MaterialData::update_textures(const HashMap<StringName, Variant> &p_paramet
case ShaderLanguage::TYPE_SAMPLERCUBE: {
switch (p_texture_uniforms[i].hint) {
- case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK:
- case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO: {
+ case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_BLACK: {
gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_CUBEMAP_BLACK);
} break;
default: {
@@ -1155,8 +1153,7 @@ void MaterialData::update_textures(const HashMap<StringName, Variant> &p_paramet
case ShaderLanguage::TYPE_USAMPLER3D:
case ShaderLanguage::TYPE_SAMPLER3D: {
switch (p_texture_uniforms[i].hint) {
- case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK:
- case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO: {
+ case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_BLACK: {
gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_3D_BLACK);
} break;
default: {
@@ -1187,7 +1184,7 @@ void MaterialData::update_textures(const HashMap<StringName, Variant> &p_paramet
p_textures[k++] = gl_texture;
}
} else {
- //bool srgb = p_use_linear_color && (p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_ALBEDO || p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO);
+ //bool srgb = p_use_linear_color && p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_SOURCE_COLOR;
for (int j = 0; j < textures.size(); j++) {
Texture *tex = TextureStorage::get_singleton()->get_texture(textures[j]);