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@@ -1476,9 +1476,11 @@ void RasterizerStorageGLES3::_update_shader(Shader* p_shader) const {
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p_shader->spatial.depth_draw_mode=Shader::Spatial::DEPTH_DRAW_OPAQUE;
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p_shader->spatial.cull_mode=Shader::Spatial::CULL_MODE_BACK;
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p_shader->spatial.uses_alpha=false;
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+ p_shader->spatial.uses_discard=false;
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p_shader->spatial.unshaded=false;
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p_shader->spatial.ontop=false;
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p_shader->spatial.uses_sss=false;
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+ p_shader->spatial.uses_vertex=false;
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shaders.actions_scene.render_mode_values["blend_add"]=Pair<int*,int>(&p_shader->spatial.blend_mode,Shader::Spatial::BLEND_MODE_ADD);
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shaders.actions_scene.render_mode_values["blend_mix"]=Pair<int*,int>(&p_shader->spatial.blend_mode,Shader::Spatial::BLEND_MODE_MIX);
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@@ -1501,6 +1503,7 @@ void RasterizerStorageGLES3::_update_shader(Shader* p_shader) const {
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shaders.actions_scene.usage_flag_pointers["VERTEX"]=&p_shader->spatial.uses_vertex;
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shaders.actions_scene.usage_flag_pointers["SSS_STRENGTH"]=&p_shader->spatial.uses_sss;
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+ shaders.actions_scene.usage_flag_pointers["DISCARD"]=&p_shader->spatial.uses_discard;
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actions=&shaders.actions_scene;
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actions->uniforms=&p_shader->uniforms;
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