Fix hint range step for integer in shaders
(cherry picked from commit 982becfa39
)
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5cdcf06ec1
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@ -1539,7 +1539,7 @@ void RasterizerStorageGLES2::shader_get_param_list(RID p_shader, List<PropertyIn
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if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_RANGE) {
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if (u.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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pi.hint_string = rtos(u.hint_range[0]) + "," + rtos(u.hint_range[1]);
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pi.hint_string = rtos(u.hint_range[0]) + "," + rtos(u.hint_range[1]) + "," + rtos(u.hint_range[2]);
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}
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}
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} break;
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} break;
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@ -2233,7 +2233,7 @@ void RasterizerStorageGLES3::shader_get_param_list(RID p_shader, List<PropertyIn
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pi.type = Variant::INT;
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pi.type = Variant::INT;
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if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_RANGE) {
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if (u.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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pi.hint_string = rtos(u.hint_range[0]) + "," + rtos(u.hint_range[1]);
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pi.hint_string = rtos(u.hint_range[0]) + "," + rtos(u.hint_range[1]) + "," + rtos(u.hint_range[2]);
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}
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}
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} break;
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} break;
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