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Property apply shader parameters, even when materials are being reused, fixes #14012
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@ -1086,19 +1086,22 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, cons
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}
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}
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if (shader_ptr && shader_ptr != shader_cache) {
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if (shader_ptr) {
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if (shader_ptr->canvas_item.uses_screen_texture && !state.canvas_texscreen_used) {
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//copy if not copied before
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_copy_texscreen(Rect2());
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}
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if (shader_ptr->canvas_item.uses_time) {
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VisualServerRaster::redraw_request();
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}
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if (shader_ptr != shader_cache) {
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state.canvas_shader.set_custom_shader(shader_ptr->custom_code_id);
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state.canvas_shader.bind();
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if (shader_ptr->canvas_item.uses_time) {
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VisualServerRaster::redraw_request();
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}
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state.canvas_shader.set_custom_shader(shader_ptr->custom_code_id);
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state.canvas_shader.bind();
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}
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if (material_ptr->ubo_id) {
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glBindBufferBase(GL_UNIFORM_BUFFER, 2, material_ptr->ubo_id);
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