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Use PackedVector4Array instead of float array for vec4 array uniform
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@@ -324,6 +324,21 @@ void ShaderMaterial::_get_property_list(List<PropertyInfo> *p_list) const {
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is_uniform_type_compatible = E->get().type == cached.get_type();
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}
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#ifndef DISABLE_DEPRECATED
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// PackedFloat32Array -> PackedVector4Array conversion.
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if (!is_uniform_type_compatible && E->get().type == Variant::PACKED_VECTOR4_ARRAY && cached.get_type() == Variant::PACKED_FLOAT32_ARRAY) {
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PackedVector4Array varray;
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PackedFloat32Array array = (PackedFloat32Array)cached;
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for (int i = 0; i + 3 < array.size(); i += 4) {
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varray.push_back(Vector4(array[i], array[i + 1], array[i + 2], array[i + 3]));
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}
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param_cache.insert(E->get().name, varray);
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is_uniform_type_compatible = true;
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}
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#endif
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if (is_uniform_type_compatible && E->get().type == Variant::OBJECT && cached.get_type() == Variant::OBJECT) {
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// Check if the Object class (hint string) changed, for example Texture2D sampler to Texture3D.
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// Allow inheritance, Texture2D type sampler should also accept CompressedTexture2D.
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