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@@ -30,6 +30,9 @@
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#include "sky_material.h"
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#include "sky_material.h"
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+Mutex ProceduralSkyMaterial::shader_mutex;
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+RID ProceduralSkyMaterial::shader;
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+
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void ProceduralSkyMaterial::set_sky_top_color(const Color &p_sky_top) {
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void ProceduralSkyMaterial::set_sky_top_color(const Color &p_sky_top) {
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sky_top_color = p_sky_top;
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sky_top_color = p_sky_top;
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RS::get_singleton()->material_set_param(_get_material(), "sky_top_color", sky_top_color.to_linear());
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RS::get_singleton()->material_set_param(_get_material(), "sky_top_color", sky_top_color.to_linear());
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@@ -128,7 +131,17 @@ Shader::Mode ProceduralSkyMaterial::get_shader_mode() const {
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return Shader::MODE_SKY;
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return Shader::MODE_SKY;
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}
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}
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+RID ProceduralSkyMaterial::get_rid() const {
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+ _update_shader();
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+ if (!shader_set) {
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+ RS::get_singleton()->material_set_shader(_get_material(), shader);
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+ shader_set = true;
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+ }
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+ return _get_material();
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+}
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+
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RID ProceduralSkyMaterial::get_shader_rid() const {
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RID ProceduralSkyMaterial::get_shader_rid() const {
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+ _update_shader();
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return shader;
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return shader;
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}
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}
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@@ -180,10 +193,18 @@ void ProceduralSkyMaterial::_bind_methods() {
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sun_curve", PROPERTY_HINT_EXP_EASING), "set_sun_curve", "get_sun_curve");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sun_curve", PROPERTY_HINT_EXP_EASING), "set_sun_curve", "get_sun_curve");
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}
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}
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-ProceduralSkyMaterial::ProceduralSkyMaterial() {
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- shader = RS::get_singleton()->shader_create();
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+void ProceduralSkyMaterial::cleanup_shader() {
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+ if (shader.is_valid()) {
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+ RS::get_singleton()->free(shader);
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+ }
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+}
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- RS::get_singleton()->shader_set_code(shader, R"(
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+void ProceduralSkyMaterial::_update_shader() {
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+ shader_mutex.lock();
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+ if (shader.is_null()) {
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+ shader = RS::get_singleton()->shader_create();
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+
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+ RS::get_singleton()->shader_set_code(shader, R"(
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shader_type sky;
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shader_type sky;
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uniform vec4 sky_top_color : hint_color = vec4(0.35, 0.46, 0.71, 1.0);
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uniform vec4 sky_top_color : hint_color = vec4(0.35, 0.46, 0.71, 1.0);
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@@ -250,9 +271,11 @@ void sky() {
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COLOR = mix(ground, sky, step(0.0, EYEDIR.y));
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COLOR = mix(ground, sky, step(0.0, EYEDIR.y));
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}
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}
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)");
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)");
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+ }
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+ shader_mutex.unlock();
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+}
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- RS::get_singleton()->material_set_shader(_get_material(), shader);
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-
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+ProceduralSkyMaterial::ProceduralSkyMaterial() {
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set_sky_top_color(Color(0.35, 0.46, 0.71));
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set_sky_top_color(Color(0.35, 0.46, 0.71));
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set_sky_horizon_color(Color(0.55, 0.69, 0.81));
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set_sky_horizon_color(Color(0.55, 0.69, 0.81));
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set_sky_curve(0.09);
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set_sky_curve(0.09);
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@@ -268,7 +291,6 @@ void sky() {
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}
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}
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ProceduralSkyMaterial::~ProceduralSkyMaterial() {
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ProceduralSkyMaterial::~ProceduralSkyMaterial() {
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- RS::get_singleton()->free(shader);
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RS::get_singleton()->material_set_shader(_get_material(), RID());
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RS::get_singleton()->material_set_shader(_get_material(), RID());
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}
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}
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@@ -293,7 +315,17 @@ Shader::Mode PanoramaSkyMaterial::get_shader_mode() const {
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return Shader::MODE_SKY;
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return Shader::MODE_SKY;
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}
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}
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+RID PanoramaSkyMaterial::get_rid() const {
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+ _update_shader();
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+ if (!shader_set) {
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+ RS::get_singleton()->material_set_shader(_get_material(), shader);
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+ shader_set = true;
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+ }
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+ return _get_material();
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+}
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+
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RID PanoramaSkyMaterial::get_shader_rid() const {
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RID PanoramaSkyMaterial::get_shader_rid() const {
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+ _update_shader();
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return shader;
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return shader;
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}
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}
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@@ -304,10 +336,21 @@ void PanoramaSkyMaterial::_bind_methods() {
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "panorama", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_panorama", "get_panorama");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "panorama", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_panorama", "get_panorama");
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}
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}
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-PanoramaSkyMaterial::PanoramaSkyMaterial() {
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- shader = RS::get_singleton()->shader_create();
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+Mutex PanoramaSkyMaterial::shader_mutex;
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+RID PanoramaSkyMaterial::shader;
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- RS::get_singleton()->shader_set_code(shader, R"(
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+void PanoramaSkyMaterial::cleanup_shader() {
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+ if (shader.is_valid()) {
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+ RS::get_singleton()->free(shader);
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+ }
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+}
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+
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+void PanoramaSkyMaterial::_update_shader() {
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+ shader_mutex.lock();
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+ if (shader.is_null()) {
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+ shader = RS::get_singleton()->shader_create();
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+
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+ RS::get_singleton()->shader_set_code(shader, R"(
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shader_type sky;
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shader_type sky;
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uniform sampler2D source_panorama : filter_linear;
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uniform sampler2D source_panorama : filter_linear;
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@@ -316,12 +359,15 @@ void sky() {
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COLOR = texture(source_panorama, SKY_COORDS).rgb;
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COLOR = texture(source_panorama, SKY_COORDS).rgb;
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}
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}
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)");
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)");
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+ }
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- RS::get_singleton()->material_set_shader(_get_material(), shader);
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+ shader_mutex.unlock();
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+}
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+
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+PanoramaSkyMaterial::PanoramaSkyMaterial() {
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}
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}
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PanoramaSkyMaterial::~PanoramaSkyMaterial() {
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PanoramaSkyMaterial::~PanoramaSkyMaterial() {
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- RS::get_singleton()->free(shader);
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RS::get_singleton()->material_set_shader(_get_material(), RID());
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RS::get_singleton()->material_set_shader(_get_material(), RID());
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}
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}
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@@ -436,10 +482,23 @@ Shader::Mode PhysicalSkyMaterial::get_shader_mode() const {
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return Shader::MODE_SKY;
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return Shader::MODE_SKY;
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}
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}
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+RID PhysicalSkyMaterial::get_rid() const {
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+ _update_shader();
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+ if (!shader_set) {
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+ RS::get_singleton()->material_set_shader(_get_material(), shader);
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+ shader_set = true;
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+ }
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+ return _get_material();
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+}
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+
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RID PhysicalSkyMaterial::get_shader_rid() const {
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RID PhysicalSkyMaterial::get_shader_rid() const {
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+ _update_shader();
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return shader;
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return shader;
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}
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}
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+Mutex PhysicalSkyMaterial::shader_mutex;
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+RID PhysicalSkyMaterial::shader;
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+
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void PhysicalSkyMaterial::_bind_methods() {
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void PhysicalSkyMaterial::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_rayleigh_coefficient", "rayleigh"), &PhysicalSkyMaterial::set_rayleigh_coefficient);
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ClassDB::bind_method(D_METHOD("set_rayleigh_coefficient", "rayleigh"), &PhysicalSkyMaterial::set_rayleigh_coefficient);
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ClassDB::bind_method(D_METHOD("get_rayleigh_coefficient"), &PhysicalSkyMaterial::get_rayleigh_coefficient);
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ClassDB::bind_method(D_METHOD("get_rayleigh_coefficient"), &PhysicalSkyMaterial::get_rayleigh_coefficient);
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@@ -491,10 +550,18 @@ void PhysicalSkyMaterial::_bind_methods() {
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "night_sky", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_night_sky", "get_night_sky");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "night_sky", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_night_sky", "get_night_sky");
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}
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}
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-PhysicalSkyMaterial::PhysicalSkyMaterial() {
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- shader = RS::get_singleton()->shader_create();
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+void PhysicalSkyMaterial::cleanup_shader() {
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+ if (shader.is_valid()) {
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+ RS::get_singleton()->free(shader);
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+ }
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+}
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- RS::get_singleton()->shader_set_code(shader, R"(
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+void PhysicalSkyMaterial::_update_shader() {
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+ shader_mutex.lock();
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+ if (shader.is_null()) {
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+ shader = RS::get_singleton()->shader_create();
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+
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+ RS::get_singleton()->shader_set_code(shader, R"(
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shader_type sky;
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shader_type sky;
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uniform float rayleigh : hint_range(0, 64) = 2.0;
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uniform float rayleigh : hint_range(0, 64) = 2.0;
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@@ -588,9 +655,12 @@ void sky() {
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}
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}
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}
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}
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)");
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)");
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+ }
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- RS::get_singleton()->material_set_shader(_get_material(), shader);
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+ shader_mutex.unlock();
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+}
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+PhysicalSkyMaterial::PhysicalSkyMaterial() {
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set_rayleigh_coefficient(2.0);
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set_rayleigh_coefficient(2.0);
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set_rayleigh_color(Color(0.056, 0.14, 0.3));
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set_rayleigh_color(Color(0.056, 0.14, 0.3));
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set_mie_coefficient(0.005);
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set_mie_coefficient(0.005);
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@@ -604,5 +674,4 @@ void sky() {
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}
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}
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PhysicalSkyMaterial::~PhysicalSkyMaterial() {
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PhysicalSkyMaterial::~PhysicalSkyMaterial() {
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- RS::get_singleton()->free(shader);
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}
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}
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