Make code generation for shader boolean uniform instances easier
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@ -373,16 +373,16 @@ void ShaderCompiler::_dump_function_deps(const SL::ShaderNode *p_node, const Str
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static String _get_global_shader_uniform_from_type_and_index(const String &p_buffer, const String &p_index, ShaderLanguage::DataType p_type) {
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switch (p_type) {
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case ShaderLanguage::TYPE_BOOL: {
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return "(floatBitsToUint(" + p_buffer + "[" + p_index + "].x) != 0)";
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return "bool(floatBitsToUint(" + p_buffer + "[" + p_index + "].x))";
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}
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case ShaderLanguage::TYPE_BVEC2: {
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return "bvec2(floatBitsToUint(" + p_buffer + "[" + p_index + "].x), floatBitsToUint(" + p_buffer + "[" + p_index + "].y))";
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return "bvec2(floatBitsToUint(" + p_buffer + "[" + p_index + "].xy))";
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}
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case ShaderLanguage::TYPE_BVEC3: {
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return "bvec3(floatBitsToUint(" + p_buffer + "[" + p_index + "].x), floatBitsToUint(" + p_buffer + "[" + p_index + "].y), floatBitsToUint(" + p_buffer + "[" + p_index + "].z))";
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return "bvec3(floatBitsToUint(" + p_buffer + "[" + p_index + "].xyz))";
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}
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case ShaderLanguage::TYPE_BVEC4: {
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return "bvec4(floatBitsToUint(" + p_buffer + "[" + p_index + "].x), floatBitsToUint(" + p_buffer + "[" + p_index + "].y), floatBitsToUint(" + p_buffer + "[" + p_index + "].z), floatBitsToUint(" + p_buffer + "[" + p_index + "].w))";
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return "bvec4(floatBitsToUint(" + p_buffer + "[" + p_index + "].xyzw))";
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}
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case ShaderLanguage::TYPE_INT: {
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return "floatBitsToInt(" + p_buffer + "[" + p_index + "].x)";
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