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@@ -497,7 +497,7 @@ String VisualShaderNodeTexture::get_input_port_default_hint(int p_port) const {
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Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
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Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
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VisualShader::DefaultTextureParam dtp;
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VisualShader::DefaultTextureParam dtp;
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dtp.name = make_unique_id(p_type, p_id, "tex");
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dtp.name = make_unique_id(p_type, p_id, "tex");
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- dtp.params[0] = texture;
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+ dtp.params.push_back(texture);
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Vector<VisualShader::DefaultTextureParam> ret;
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Vector<VisualShader::DefaultTextureParam> ret;
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ret.push_back(dtp);
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ret.push_back(dtp);
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return ret;
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return ret;
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@@ -895,7 +895,7 @@ String VisualShaderNodeCurveTexture::generate_code(Shader::Mode p_mode, VisualSh
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Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCurveTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
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Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCurveTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
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VisualShader::DefaultTextureParam dtp;
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VisualShader::DefaultTextureParam dtp;
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dtp.name = make_unique_id(p_type, p_id, "curve");
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dtp.name = make_unique_id(p_type, p_id, "curve");
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- dtp.params[0] = texture;
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+ dtp.params.push_back(texture);
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Vector<VisualShader::DefaultTextureParam> ret;
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Vector<VisualShader::DefaultTextureParam> ret;
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ret.push_back(dtp);
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ret.push_back(dtp);
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return ret;
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return ret;
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@@ -980,7 +980,7 @@ String VisualShaderNodeCurveXYZTexture::generate_code(Shader::Mode p_mode, Visua
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Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCurveXYZTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
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Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCurveXYZTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
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VisualShader::DefaultTextureParam dtp;
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VisualShader::DefaultTextureParam dtp;
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dtp.name = make_unique_id(p_type, p_id, "curve3d");
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dtp.name = make_unique_id(p_type, p_id, "curve3d");
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- dtp.params[0] = texture;
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+ dtp.params.push_back(texture);
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Vector<VisualShader::DefaultTextureParam> ret;
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Vector<VisualShader::DefaultTextureParam> ret;
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ret.push_back(dtp);
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ret.push_back(dtp);
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return ret;
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return ret;
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@@ -1162,7 +1162,7 @@ String VisualShaderNodeTexture2DArray::get_input_port_name(int p_port) const {
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Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture2DArray::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
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Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture2DArray::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
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VisualShader::DefaultTextureParam dtp;
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VisualShader::DefaultTextureParam dtp;
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dtp.name = make_unique_id(p_type, p_id, "tex3d");
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dtp.name = make_unique_id(p_type, p_id, "tex3d");
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- dtp.params[0] = texture_array;
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+ dtp.params.push_back(texture_array);
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Vector<VisualShader::DefaultTextureParam> ret;
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Vector<VisualShader::DefaultTextureParam> ret;
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ret.push_back(dtp);
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ret.push_back(dtp);
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return ret;
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return ret;
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@@ -1219,7 +1219,7 @@ String VisualShaderNodeTexture3D::get_input_port_name(int p_port) const {
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Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture3D::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
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Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture3D::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
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VisualShader::DefaultTextureParam dtp;
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VisualShader::DefaultTextureParam dtp;
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dtp.name = make_unique_id(p_type, p_id, "tex3d");
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dtp.name = make_unique_id(p_type, p_id, "tex3d");
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- dtp.params[0] = texture;
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+ dtp.params.push_back(texture);
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Vector<VisualShader::DefaultTextureParam> ret;
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Vector<VisualShader::DefaultTextureParam> ret;
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ret.push_back(dtp);
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ret.push_back(dtp);
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return ret;
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return ret;
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@@ -1318,7 +1318,7 @@ bool VisualShaderNodeCubemap::is_output_port_expandable(int p_port) const {
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Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCubemap::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
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Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCubemap::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
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VisualShader::DefaultTextureParam dtp;
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VisualShader::DefaultTextureParam dtp;
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dtp.name = make_unique_id(p_type, p_id, "cube");
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dtp.name = make_unique_id(p_type, p_id, "cube");
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- dtp.params[0] = cube_map;
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+ dtp.params.push_back(cube_map);
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Vector<VisualShader::DefaultTextureParam> ret;
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Vector<VisualShader::DefaultTextureParam> ret;
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ret.push_back(dtp);
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ret.push_back(dtp);
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return ret;
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return ret;
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