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-rw-r--r--servers/visual/shader_language.cpp8
-rw-r--r--servers/visual/shader_language.h2
2 files changed, 7 insertions, 3 deletions
diff --git a/servers/visual/shader_language.cpp b/servers/visual/shader_language.cpp
index 0783d91a59..358ed8ca54 100644
--- a/servers/visual/shader_language.cpp
+++ b/servers/visual/shader_language.cpp
@@ -2353,7 +2353,7 @@ bool ShaderLanguage::is_sampler_type(DataType p_type) {
p_type == TYPE_SAMPLERCUBE;
}
-Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::ConstantNode::Value> &p_value, DataType p_type) {
+Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::ConstantNode::Value> &p_value, DataType p_type, ShaderLanguage::ShaderNode::Uniform::Hint p_hint) {
if (p_value.size() > 0) {
Variant value;
switch (p_type) {
@@ -2397,7 +2397,11 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
value = Variant(Vector3(p_value[0].real, p_value[1].real, p_value[2].real));
break;
case ShaderLanguage::TYPE_VEC4:
- value = Variant(Plane(p_value[0].real, p_value[1].real, p_value[2].real, p_value[3].real));
+ if (p_hint == ShaderLanguage::ShaderNode::Uniform::HINT_COLOR) {
+ value = Variant(Color(p_value[0].real, p_value[1].real, p_value[2].real, p_value[3].real));
+ } else {
+ value = Variant(Plane(p_value[0].real, p_value[1].real, p_value[2].real, p_value[3].real));
+ }
break;
case ShaderLanguage::TYPE_MAT2:
value = Variant(Transform2D(p_value[0].real, p_value[2].real, p_value[1].real, p_value[3].real, 0.0, 0.0));
diff --git a/servers/visual/shader_language.h b/servers/visual/shader_language.h
index 9277dfa2cf..b51106fad7 100644
--- a/servers/visual/shader_language.h
+++ b/servers/visual/shader_language.h
@@ -550,7 +550,7 @@ public:
static int get_cardinality(DataType p_type);
static bool is_scalar_type(DataType p_type);
static bool is_sampler_type(DataType p_type);
- static Variant constant_value_to_variant(const Vector<ShaderLanguage::ConstantNode::Value> &p_value, DataType p_type);
+ static Variant constant_value_to_variant(const Vector<ShaderLanguage::ConstantNode::Value> &p_value, DataType p_type, ShaderLanguage::ShaderNode::Uniform::Hint p_hint = ShaderLanguage::ShaderNode::Uniform::HINT_NONE);
static void get_keyword_list(List<String> *r_keywords);
static void get_builtin_funcs(List<String> *r_keywords);