Handle single-argument constructors in shaders.
Expand these (fill vectors, fill matrix diagonals) in _reduce_expression() so they're handled properly even as uniform default values (where they previously caused a crash).
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@ -3100,6 +3100,60 @@ ShaderLanguage::Node *ShaderLanguage::_reduce_expression(BlockNode *p_block, Sha
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// Passed a single argument
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if (op->arguments.size() <= 2) {
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if (op->get_datatype() < TYPE_MAT2) {
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// Scalar or vector
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int dimensions = 0;
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switch (op->get_datatype()) {
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case TYPE_VEC2:
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case TYPE_BVEC2:
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case TYPE_UVEC2:
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case TYPE_IVEC2: {
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dimensions = 2;
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} break;
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case TYPE_VEC3:
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case TYPE_BVEC3:
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case TYPE_UVEC3:
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case TYPE_IVEC3: {
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dimensions = 3;
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} break;
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case TYPE_VEC4:
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case TYPE_BVEC4:
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case TYPE_UVEC4:
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case TYPE_IVEC4: {
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dimensions = 4;
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} break;
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}
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if (dimensions) {
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ConstantNode::Value val = values[0];
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for (int i = 1; i < dimensions; i++) {
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values.push_back(val);
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}
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}
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} else if (op->get_datatype() <= TYPE_MAT4) {
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// Matrix
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int dimensions = 0;
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switch (op->get_datatype()) {
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case TYPE_MAT2: dimensions = 2; break;
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case TYPE_MAT3: dimensions = 3; break;
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case TYPE_MAT4: dimensions = 4; break;
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}
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// Fill the diagonal with the value, the rest with zeroes
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ConstantNode::Value val = values[0];
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for (int i = 1; i < dimensions * dimensions; i++) {
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if (i % (dimensions + 1) == 0) {
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values.push_back(val);
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} else {
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values.push_back(ConstantNode::Value());
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}
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}
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}
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}
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ConstantNode *cn = alloc_node<ConstantNode>();
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ConstantNode *cn = alloc_node<ConstantNode>();
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cn->datatype = op->get_datatype();
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cn->datatype = op->get_datatype();
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cn->values = values;
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cn->values = values;
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