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Add prefix to struct member names in shader compiler
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@ -489,7 +489,7 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene
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struct_code += _typestr(m->datatype);
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}
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struct_code += " ";
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struct_code += m->name;
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struct_code += _mkid(m->name);
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if (m->array_size > 0) {
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struct_code += "[";
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struct_code += itos(m->array_size);
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@ -1448,7 +1448,13 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene
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} break;
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case SL::Node::NODE_TYPE_MEMBER: {
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SL::MemberNode *mnode = (SL::MemberNode *)p_node;
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code = _dump_node_code(mnode->owner, p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + "." + mnode->name;
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String name;
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if (mnode->basetype == SL::TYPE_STRUCT) {
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name = _mkid(mnode->name);
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} else {
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name = mnode->name;
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}
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code = _dump_node_code(mnode->owner, p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + "." + name;
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if (mnode->index_expression != nullptr) {
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code += "[";
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code += _dump_node_code(mnode->index_expression, p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
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