Make code generation for shader boolean uniform instances easier

This commit is contained in:
Yuri Rubinsky 2022-10-29 09:33:44 +03:00 committed by Rémi Verschelde
parent 90e337e081
commit 099f127cc3
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@ -373,16 +373,16 @@ void ShaderCompiler::_dump_function_deps(const SL::ShaderNode *p_node, const Str
static String _get_global_shader_uniform_from_type_and_index(const String &p_buffer, const String &p_index, ShaderLanguage::DataType p_type) {
switch (p_type) {
case ShaderLanguage::TYPE_BOOL: {
return "(floatBitsToUint(" + p_buffer + "[" + p_index + "].x) != 0)";
return "bool(floatBitsToUint(" + p_buffer + "[" + p_index + "].x))";
}
case ShaderLanguage::TYPE_BVEC2: {
return "bvec2(floatBitsToUint(" + p_buffer + "[" + p_index + "].x), floatBitsToUint(" + p_buffer + "[" + p_index + "].y))";
return "bvec2(floatBitsToUint(" + p_buffer + "[" + p_index + "].xy))";
}
case ShaderLanguage::TYPE_BVEC3: {
return "bvec3(floatBitsToUint(" + p_buffer + "[" + p_index + "].x), floatBitsToUint(" + p_buffer + "[" + p_index + "].y), floatBitsToUint(" + p_buffer + "[" + p_index + "].z))";
return "bvec3(floatBitsToUint(" + p_buffer + "[" + p_index + "].xyz))";
}
case ShaderLanguage::TYPE_BVEC4: {
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))";
return "bvec4(floatBitsToUint(" + p_buffer + "[" + p_index + "].xyzw))";
}
case ShaderLanguage::TYPE_INT: {
return "floatBitsToInt(" + p_buffer + "[" + p_index + "].x)";