[Rendering] Improve (u)int shader uniform hint

This commit is contained in:
A Thousand Ships 2024-05-18 11:31:38 +02:00
parent 7a3a36ab87
commit 5495edd11c
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@ -4113,9 +4113,13 @@ PropertyInfo ShaderLanguage::uniform_to_property_info(const ShaderNode::Uniform
pi.type = Variant::PACKED_INT32_ARRAY;
} else {
pi.type = Variant::INT;
pi.hint = PROPERTY_HINT_RANGE;
if (p_uniform.hint == ShaderLanguage::ShaderNode::Uniform::HINT_RANGE) {
pi.hint = PROPERTY_HINT_RANGE;
pi.hint_string = rtos(p_uniform.hint_range[0]) + "," + rtos(p_uniform.hint_range[1]) + "," + rtos(p_uniform.hint_range[2]);
} else if (p_uniform.type == ShaderLanguage::TYPE_UINT) {
pi.hint_string = "0," + itos(UINT32_MAX);
} else {
pi.hint_string = itos(INT32_MIN) + "," + itos(INT32_MAX);
}
}
} break;