Use hint_color when getting shader default params
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@@ -2353,7 +2353,7 @@ 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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Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::ConstantNode::Value> &p_value, DataType p_type, ShaderLanguage::ShaderNode::Uniform::Hint p_hint) {
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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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@@ -2397,7 +2397,11 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
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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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if (p_hint == ShaderLanguage::ShaderNode::Uniform::HINT_COLOR) {
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value = Variant(Color(p_value[0].real, p_value[1].real, p_value[2].real, p_value[3].real));
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} else {
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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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}
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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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