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@@ -30,6 +30,8 @@
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#include "sky_material.h"
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+#include "core/version.h"
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+
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Mutex ProceduralSkyMaterial::shader_mutex;
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RID ProceduralSkyMaterial::shader;
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@@ -204,7 +206,10 @@ void ProceduralSkyMaterial::_update_shader() {
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if (shader.is_null()) {
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shader = RS::get_singleton()->shader_create();
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+ // Add a comment to describe the shader origin (useful when converting to ShaderMaterial).
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RS::get_singleton()->shader_set_code(shader, R"(
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+// NOTE: Shader automatically converted from )" VERSION_NAME " " VERSION_FULL_CONFIG R"('s ProceduralSkyMaterial.
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+
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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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@@ -350,7 +355,10 @@ void PanoramaSkyMaterial::_update_shader() {
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if (shader.is_null()) {
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shader = RS::get_singleton()->shader_create();
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+ // Add a comment to describe the shader origin (useful when converting to ShaderMaterial).
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RS::get_singleton()->shader_set_code(shader, R"(
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+// NOTE: Shader automatically converted from )" VERSION_NAME " " VERSION_FULL_CONFIG R"('s PanoramaSkyMaterial.
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+
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shader_type sky;
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uniform sampler2D source_panorama : filter_linear;
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@@ -561,7 +569,10 @@ void PhysicalSkyMaterial::_update_shader() {
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if (shader.is_null()) {
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shader = RS::get_singleton()->shader_create();
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+ // Add a comment to describe the shader origin (useful when converting to ShaderMaterial).
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RS::get_singleton()->shader_set_code(shader, R"(
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+// NOTE: Shader automatically converted from )" VERSION_NAME " " VERSION_FULL_CONFIG R"('s PhysicalSkyMaterial.
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+
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shader_type sky;
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uniform float rayleigh : hint_range(0, 64) = 2.0;
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