Set uniform default values in inspector
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@@ -249,6 +249,7 @@ public:
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virtual void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) = 0;
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virtual Variant material_get_param(RID p_material, const StringName &p_param) const = 0;
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virtual Variant material_get_param_default(RID p_material, const StringName &p_param) const = 0;
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virtual void material_set_line_width(RID p_material, float p_width) = 0;
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@@ -2273,6 +2273,90 @@ bool ShaderLanguage::is_sampler_type(DataType p_type) {
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p_type == TYPE_SAMPLERCUBE;
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}
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Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::ConstantNode::Value> &p_value, DataType p_type) {
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if (p_value.size() > 0) {
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Variant value;
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switch (p_type) {
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case ShaderLanguage::TYPE_BOOL:
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value = Variant(p_value[0].boolean);
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break;
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case ShaderLanguage::TYPE_BVEC2:
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case ShaderLanguage::TYPE_BVEC3:
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case ShaderLanguage::TYPE_BVEC4:
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case ShaderLanguage::TYPE_INT:
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value = Variant(p_value[0].sint);
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break;
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case ShaderLanguage::TYPE_IVEC2:
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value = Variant(Vector2(p_value[0].sint, p_value[1].sint));
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break;
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case ShaderLanguage::TYPE_IVEC3:
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value = Variant(Vector3(p_value[0].sint, p_value[1].sint, p_value[2].sint));
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break;
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case ShaderLanguage::TYPE_IVEC4:
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value = Variant(Plane(p_value[0].sint, p_value[1].sint, p_value[2].sint, p_value[3].sint));
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break;
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case ShaderLanguage::TYPE_UINT:
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value = Variant(p_value[0].uint);
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break;
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case ShaderLanguage::TYPE_UVEC2:
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value = Variant(Vector2(p_value[0].uint, p_value[1].uint));
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break;
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case ShaderLanguage::TYPE_UVEC3:
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value = Variant(Vector3(p_value[0].uint, p_value[1].uint, p_value[2].uint));
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break;
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case ShaderLanguage::TYPE_UVEC4:
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value = Variant(Plane(p_value[0].uint, p_value[1].uint, p_value[2].uint, p_value[3].uint));
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break;
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case ShaderLanguage::TYPE_FLOAT:
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value = Variant(p_value[0].real);
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break;
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case ShaderLanguage::TYPE_VEC2:
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value = Variant(Vector2(p_value[0].real, p_value[1].real));
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break;
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case ShaderLanguage::TYPE_VEC3:
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value = Variant(Vector3(p_value[0].real, p_value[1].real, p_value[2].real));
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break;
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case ShaderLanguage::TYPE_VEC4:
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value = Variant(Plane(p_value[0].real, p_value[1].real, p_value[2].real, p_value[3].real));
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break;
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case ShaderLanguage::TYPE_MAT2:
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value = Variant(Transform2D(p_value[0].real, p_value[2].real, p_value[1].real, p_value[3].real, 0.0, 0.0));
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break;
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case ShaderLanguage::TYPE_MAT3: {
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Basis p;
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p[0][0] = p_value[0].real;
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p[0][1] = p_value[1].real;
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p[0][2] = p_value[2].real;
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p[1][0] = p_value[3].real;
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p[1][1] = p_value[4].real;
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p[1][2] = p_value[5].real;
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p[2][0] = p_value[6].real;
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p[2][1] = p_value[7].real;
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p[2][2] = p_value[8].real;
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value = Variant(p);
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break;
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}
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case ShaderLanguage::TYPE_MAT4: {
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Basis p;
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p[0][0] = p_value[0].real;
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p[0][1] = p_value[1].real;
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p[0][2] = p_value[2].real;
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p[1][0] = p_value[4].real;
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p[1][1] = p_value[5].real;
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p[1][2] = p_value[6].real;
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p[2][0] = p_value[8].real;
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p[2][1] = p_value[9].real;
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p[2][2] = p_value[10].real;
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Transform t = Transform(p, Vector3(p_value[3].real, p_value[7].real, p_value[11].real));
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value = Variant(t);
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break;
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}
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}
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return value;
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}
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return Variant();
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}
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void ShaderLanguage::get_keyword_list(List<String> *r_keywords) {
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Set<String> kws;
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@@ -548,6 +548,7 @@ public:
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static int get_cardinality(DataType p_type);
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static bool is_scalar_type(DataType p_type);
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static bool is_sampler_type(DataType p_type);
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static Variant constant_value_to_variant(const Vector<ShaderLanguage::ConstantNode::Value> &p_value, DataType p_type);
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static void get_keyword_list(List<String> *r_keywords);
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static void get_builtin_funcs(List<String> *r_keywords);
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@@ -203,6 +203,7 @@ public:
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BIND3(material_set_param, RID, const StringName &, const Variant &)
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BIND2RC(Variant, material_get_param, RID, const StringName &)
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BIND2RC(Variant, material_get_param_default, RID, const StringName &)
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BIND2(material_set_render_priority, RID, int)
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BIND2(material_set_line_width, RID, float)
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@@ -137,6 +137,7 @@ public:
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FUNC3(material_set_param, RID, const StringName &, const Variant &)
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FUNC2RC(Variant, material_get_param, RID, const StringName &)
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FUNC2RC(Variant, material_get_param_default, RID, const StringName &)
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FUNC2(material_set_render_priority, RID, int)
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FUNC2(material_set_line_width, RID, float)
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@@ -1695,6 +1695,7 @@ void VisualServer::_bind_methods() {
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ClassDB::bind_method(D_METHOD("material_get_shader", "shader_material"), &VisualServer::material_get_shader);
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ClassDB::bind_method(D_METHOD("material_set_param", "material", "parameter", "value"), &VisualServer::material_set_param);
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ClassDB::bind_method(D_METHOD("material_get_param", "material", "parameter"), &VisualServer::material_get_param);
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ClassDB::bind_method(D_METHOD("material_get_param_default", "material", "parameter"), &VisualServer::material_get_param_default);
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ClassDB::bind_method(D_METHOD("material_set_render_priority", "material", "priority"), &VisualServer::material_set_render_priority);
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ClassDB::bind_method(D_METHOD("material_set_line_width", "material", "width"), &VisualServer::material_set_line_width);
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ClassDB::bind_method(D_METHOD("material_set_next_pass", "material", "next_material"), &VisualServer::material_set_next_pass);
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@@ -209,6 +209,7 @@ public:
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virtual void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) = 0;
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virtual Variant material_get_param(RID p_material, const StringName &p_param) const = 0;
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virtual Variant material_get_param_default(RID p_material, const StringName &p_param) const = 0;
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virtual void material_set_render_priority(RID p_material, int priority) = 0;
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