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@@ -586,11 +586,7 @@ void ShaderData::get_shader_uniform_list(List<PropertyInfo> *p_param_list) const
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if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) {
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continue;
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}
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- if (E.value.texture_order >= 0) {
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- filtered_uniforms.push_back(Pair<StringName, int>(E.key, E.value.texture_order + 100000));
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- } else {
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- filtered_uniforms.push_back(Pair<StringName, int>(E.key, E.value.order));
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- }
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+ filtered_uniforms.push_back(Pair<StringName, int>(E.key, E.value.prop_order));
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}
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int uniform_count = filtered_uniforms.size();
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sorter.sort(filtered_uniforms.ptr(), uniform_count);
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@@ -640,7 +636,7 @@ bool ShaderData::is_parameter_texture(const StringName &p_param) const {
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return false;
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}
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- return uniforms[p_param].texture_order >= 0;
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+ return uniforms[p_param].is_texture();
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}
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///////////////////////////////////////////////////////////////////////////
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@@ -719,7 +715,7 @@ void MaterialData::update_uniform_buffer(const HashMap<StringName, ShaderLanguag
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bool uses_global_buffer = false;
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for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : p_uniforms) {
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- if (E.value.order < 0) {
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+ if (E.value.is_texture()) {
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continue; // texture, does not go here
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}
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