[Rendering] Improve `(u)int` shader uniform hint
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7a3a36ab87
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5495edd11c
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@ -4113,9 +4113,13 @@ PropertyInfo ShaderLanguage::uniform_to_property_info(const ShaderNode::Uniform
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pi.type = Variant::PACKED_INT32_ARRAY;
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pi.type = Variant::PACKED_INT32_ARRAY;
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} else {
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} else {
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pi.type = Variant::INT;
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pi.type = Variant::INT;
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if (p_uniform.hint == ShaderLanguage::ShaderNode::Uniform::HINT_RANGE) {
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pi.hint = PROPERTY_HINT_RANGE;
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pi.hint = PROPERTY_HINT_RANGE;
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if (p_uniform.hint == ShaderLanguage::ShaderNode::Uniform::HINT_RANGE) {
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pi.hint_string = rtos(p_uniform.hint_range[0]) + "," + rtos(p_uniform.hint_range[1]) + "," + rtos(p_uniform.hint_range[2]);
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pi.hint_string = rtos(p_uniform.hint_range[0]) + "," + rtos(p_uniform.hint_range[1]) + "," + rtos(p_uniform.hint_range[2]);
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} else if (p_uniform.type == ShaderLanguage::TYPE_UINT) {
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pi.hint_string = "0," + itos(UINT32_MAX);
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} else {
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pi.hint_string = itos(INT32_MIN) + "," + itos(INT32_MAX);
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}
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}
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}
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}
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} break;
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} break;
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