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@@ -503,3 +503,41 @@ Ref<Resource> ParticlesMaterialConversionPlugin::convert(const Ref<Resource> &p_
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smat->set_render_priority(mat->get_render_priority());
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return smat;
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}
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+
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+String CanvasItemMaterialConversionPlugin::converts_to() const {
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+
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+ return "ShaderMaterial";
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+}
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+bool CanvasItemMaterialConversionPlugin::handles(const Ref<Resource> &p_resource) const {
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+
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+ Ref<CanvasItemMaterial> mat = p_resource;
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+ return mat.is_valid();
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+}
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+Ref<Resource> CanvasItemMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) {
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+
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+ Ref<CanvasItemMaterial> mat = p_resource;
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+ ERR_FAIL_COND_V(!mat.is_valid(), Ref<Resource>());
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+
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+ Ref<ShaderMaterial> smat;
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+ smat.instance();
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+
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+ Ref<Shader> shader;
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+ shader.instance();
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+
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+ String code = VS::get_singleton()->shader_get_code(mat->get_shader_rid());
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+
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+ shader->set_code(code);
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+
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+ smat->set_shader(shader);
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+
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+ List<PropertyInfo> params;
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+ VS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), ¶ms);
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+
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+ for (List<PropertyInfo>::Element *E = params.front(); E; E = E->next()) {
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+ Variant value = VS::get_singleton()->material_get_param(mat->get_rid(), E->get().name);
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+ smat->set_shader_param(E->get().name, value);
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+ }
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+
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+ smat->set_render_priority(mat->get_render_priority());
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+ return smat;
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+}
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