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@@ -2911,11 +2911,12 @@ void RendererCanvasRenderRD::_render_batch(RD::DrawListID p_draw_list, CanvasSha
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const RID *uniform_set = rid_set_to_uniform_set.getptr(key);
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if (uniform_set == nullptr) {
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- state.batch_texture_uniforms.write[0] = RD::Uniform(RD::UNIFORM_TYPE_TEXTURE, 0, p_batch->tex_info->diffuse);
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- state.batch_texture_uniforms.write[1] = RD::Uniform(RD::UNIFORM_TYPE_TEXTURE, 1, p_batch->tex_info->normal);
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- state.batch_texture_uniforms.write[2] = RD::Uniform(RD::UNIFORM_TYPE_TEXTURE, 2, p_batch->tex_info->specular);
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- state.batch_texture_uniforms.write[3] = RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, 3, p_batch->tex_info->sampler);
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- state.batch_texture_uniforms.write[4] = RD::Uniform(RD::UNIFORM_TYPE_STORAGE_BUFFER, 4, state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers[p_batch->instance_buffer_index]);
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+ RD::Uniform *uniform_ptrw = state.batch_texture_uniforms.ptrw();
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+ uniform_ptrw[0] = RD::Uniform(RD::UNIFORM_TYPE_TEXTURE, 0, p_batch->tex_info->diffuse);
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+ uniform_ptrw[1] = RD::Uniform(RD::UNIFORM_TYPE_TEXTURE, 1, p_batch->tex_info->normal);
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+ uniform_ptrw[2] = RD::Uniform(RD::UNIFORM_TYPE_TEXTURE, 2, p_batch->tex_info->specular);
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+ uniform_ptrw[3] = RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, 3, p_batch->tex_info->sampler);
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+ uniform_ptrw[4] = RD::Uniform(RD::UNIFORM_TYPE_STORAGE_BUFFER, 4, state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers[p_batch->instance_buffer_index]);
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RID rid = RD::get_singleton()->uniform_set_create(state.batch_texture_uniforms, shader.default_version_rd_shader, BATCH_UNIFORM_SET);
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ERR_FAIL_COND_MSG(rid.is_null(), "Failed to create uniform set for batch.");
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