@@ -254,96 +254,96 @@ class {out_file_class} : public ShaderGLES3 {{
254254 }}
255255
256256 /* clang-format off */
257- #define TRY_GET_UNIFORM if ( version_get_uniform(p_uniform, p_version, p_variant, p_specialization) < 0) return
257+ #define TRY_GET_UNIFORM(var_name) int var_name = version_get_uniform(p_uniform, p_version, p_variant, p_specialization); if (var_name < 0) return
258258 /* clang-format on */
259259
260260 _FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, float p_value, RID p_version, ShaderVariant p_variant{ defvariant } , uint64_t p_specialization = { defspec } ) {{
261- TRY_GET_UNIFORM;
262- glUniform1f(version_get_uniform(p_uniform, p_version, p_variant, p_specialization) , p_value);
261+ TRY_GET_UNIFORM(uniform_location) ;
262+ glUniform1f(uniform_location , p_value);
263263 }}
264264
265265 _FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, double p_value, RID p_version, ShaderVariant p_variant{ defvariant } , uint64_t p_specialization = { defspec } ) {{
266- TRY_GET_UNIFORM;
267- glUniform1f(version_get_uniform(p_uniform, p_version, p_variant, p_specialization) , p_value);
266+ TRY_GET_UNIFORM(uniform_location) ;
267+ glUniform1f(uniform_location , p_value);
268268 }}
269269
270270 _FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, uint8_t p_value, RID p_version, ShaderVariant p_variant{ defvariant } , uint64_t p_specialization = { defspec } ) {{
271- TRY_GET_UNIFORM;
272- glUniform1ui(version_get_uniform(p_uniform, p_version, p_variant, p_specialization) , p_value);
271+ TRY_GET_UNIFORM(uniform_location) ;
272+ glUniform1ui(uniform_location , p_value);
273273 }}
274274
275275 _FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, int8_t p_value, RID p_version, ShaderVariant p_variant{ defvariant } , uint64_t p_specialization = { defspec } ) {{
276- TRY_GET_UNIFORM;
277- glUniform1i(version_get_uniform(p_uniform, p_version, p_variant, p_specialization) , p_value);
276+ TRY_GET_UNIFORM(uniform_location) ;
277+ glUniform1i(uniform_location , p_value);
278278 }}
279279
280280 _FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, uint16_t p_value, RID p_version, ShaderVariant p_variant{ defvariant } , uint64_t p_specialization = { defspec } ) {{
281- TRY_GET_UNIFORM;
282- glUniform1ui(version_get_uniform(p_uniform, p_version, p_variant, p_specialization) , p_value);
281+ TRY_GET_UNIFORM(uniform_location) ;
282+ glUniform1ui(uniform_location , p_value);
283283 }}
284284
285285 _FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, int16_t p_value, RID p_version, ShaderVariant p_variant{ defvariant } , uint64_t p_specialization = { defspec } ) {{
286- TRY_GET_UNIFORM;
287- glUniform1i(version_get_uniform(p_uniform, p_version, p_variant, p_specialization) , p_value);
286+ TRY_GET_UNIFORM(uniform_location) ;
287+ glUniform1i(uniform_location , p_value);
288288 }}
289289
290290 _FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, uint32_t p_value, RID p_version, ShaderVariant p_variant{ defvariant } , uint64_t p_specialization = { defspec } ) {{
291- TRY_GET_UNIFORM;
292- glUniform1ui(version_get_uniform(p_uniform, p_version, p_variant, p_specialization) , p_value);
291+ TRY_GET_UNIFORM(uniform_location) ;
292+ glUniform1ui(uniform_location , p_value);
293293 }}
294294
295295 _FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, int32_t p_value, RID p_version, ShaderVariant p_variant{ defvariant } , uint64_t p_specialization = { defspec } ) {{
296- TRY_GET_UNIFORM;
297- glUniform1i(version_get_uniform(p_uniform, p_version, p_variant, p_specialization) , p_value);
296+ TRY_GET_UNIFORM(uniform_location) ;
297+ glUniform1i(uniform_location , p_value);
298298 }}
299299
300300 _FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, const Color &p_color, RID p_version, ShaderVariant p_variant{ defvariant } , uint64_t p_specialization = { defspec } ) {{
301- TRY_GET_UNIFORM;
301+ TRY_GET_UNIFORM(uniform_location) ;
302302 GLfloat col[4] = {{ p_color.r, p_color.g, p_color.b, p_color.a }};
303- glUniform4fv(version_get_uniform(p_uniform, p_version, p_variant, p_specialization) , 1, col);
303+ glUniform4fv(uniform_location , 1, col);
304304 }}
305305
306306 _FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, const Vector2 &p_vec2, RID p_version, ShaderVariant p_variant{ defvariant } , uint64_t p_specialization = { defspec } ) {{
307- TRY_GET_UNIFORM;
307+ TRY_GET_UNIFORM(uniform_location) ;
308308 GLfloat vec2[2] = {{ float(p_vec2.x), float(p_vec2.y) }};
309- glUniform2fv(version_get_uniform(p_uniform, p_version, p_variant, p_specialization) , 1, vec2);
309+ glUniform2fv(uniform_location , 1, vec2);
310310 }}
311311
312312 _FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, const Size2i &p_vec2, RID p_version, ShaderVariant p_variant{ defvariant } , uint64_t p_specialization = { defspec } ) {{
313- TRY_GET_UNIFORM;
313+ TRY_GET_UNIFORM(uniform_location) ;
314314 GLint vec2[2] = {{ GLint(p_vec2.x), GLint(p_vec2.y) }};
315- glUniform2iv(version_get_uniform(p_uniform, p_version, p_variant, p_specialization) , 1, vec2);
315+ glUniform2iv(uniform_location , 1, vec2);
316316 }}
317317
318318 _FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, const Vector3 &p_vec3, RID p_version, ShaderVariant p_variant{ defvariant } , uint64_t p_specialization = { defspec } ) {{
319- TRY_GET_UNIFORM;
319+ TRY_GET_UNIFORM(uniform_location) ;
320320 GLfloat vec3[3] = {{ float(p_vec3.x), float(p_vec3.y), float(p_vec3.z) }};
321- glUniform3fv(version_get_uniform(p_uniform, p_version, p_variant, p_specialization) , 1, vec3);
321+ glUniform3fv(uniform_location , 1, vec3);
322322 }}
323323
324324 _FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, const Vector4 &p_vec4, RID p_version, ShaderVariant p_variant{ defvariant } , uint64_t p_specialization = { defspec } ) {{
325- TRY_GET_UNIFORM;
325+ TRY_GET_UNIFORM(uniform_location) ;
326326 GLfloat vec4[4] = {{ float(p_vec4.x), float(p_vec4.y), float(p_vec4.z), float(p_vec4.w) }};
327- glUniform4fv(version_get_uniform(p_uniform, p_version, p_variant, p_specialization) , 1, vec4);
327+ glUniform4fv(uniform_location , 1, vec4);
328328 }}
329329
330330 _FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, float p_a, float p_b, RID p_version, ShaderVariant p_variant{ defvariant } , uint64_t p_specialization = { defspec } ) {{
331- TRY_GET_UNIFORM;
332- glUniform2f(version_get_uniform(p_uniform, p_version, p_variant, p_specialization) , p_a, p_b);
331+ TRY_GET_UNIFORM(uniform_location) ;
332+ glUniform2f(uniform_location , p_a, p_b);
333333 }}
334334
335335 _FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, float p_a, float p_b, float p_c, RID p_version, ShaderVariant p_variant{ defvariant } , uint64_t p_specialization = { defspec } ) {{
336- TRY_GET_UNIFORM;
337- glUniform3f(version_get_uniform(p_uniform, p_version, p_variant, p_specialization) , p_a, p_b, p_c);
336+ TRY_GET_UNIFORM(uniform_location) ;
337+ glUniform3f(uniform_location , p_a, p_b, p_c);
338338 }}
339339
340340 _FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, float p_a, float p_b, float p_c, float p_d, RID p_version, ShaderVariant p_variant{ defvariant } , uint64_t p_specialization = { defspec } ) {{
341- TRY_GET_UNIFORM;
342- glUniform4f(version_get_uniform(p_uniform, p_version, p_variant, p_specialization) , p_a, p_b, p_c, p_d);
341+ TRY_GET_UNIFORM(uniform_location) ;
342+ glUniform4f(uniform_location , p_a, p_b, p_c, p_d);
343343 }}
344344
345345 _FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, const Transform3D &p_transform, RID p_version, ShaderVariant p_variant{ defvariant } , uint64_t p_specialization = { defspec } ) {{
346- TRY_GET_UNIFORM;
346+ TRY_GET_UNIFORM(uniform_location) ;
347347 const Transform3D &tr = p_transform;
348348
349349 GLfloat matrix[16] = {{ /* build a 16x16 matrix */
@@ -365,11 +365,11 @@ class {out_file_class} : public ShaderGLES3 {{
365365 (GLfloat)1
366366 }};
367367
368- glUniformMatrix4fv(version_get_uniform(p_uniform, p_version, p_variant, p_specialization) , 1, false, matrix);
368+ glUniformMatrix4fv(uniform_location , 1, false, matrix);
369369 }}
370370
371371 _FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, const Transform2D &p_transform, RID p_version, ShaderVariant p_variant{ defvariant } , uint64_t p_specialization = { defspec } ) {{
372- TRY_GET_UNIFORM;
372+ TRY_GET_UNIFORM(uniform_location) ;
373373 const Transform2D &tr = p_transform;
374374
375375 GLfloat matrix[16] = {{ /* build a 16x16 matrix */
@@ -391,11 +391,11 @@ class {out_file_class} : public ShaderGLES3 {{
391391 (GLfloat)1
392392 }};
393393
394- glUniformMatrix4fv(version_get_uniform(p_uniform, p_version, p_variant, p_specialization) , 1, false, matrix);
394+ glUniformMatrix4fv(uniform_location , 1, false, matrix);
395395 }}
396396
397397 _FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, const Projection &p_matrix, RID p_version, ShaderVariant p_variant{ defvariant } , uint64_t p_specialization = { defspec } ) {{
398- TRY_GET_UNIFORM;
398+ TRY_GET_UNIFORM(uniform_location) ;
399399 GLfloat matrix[16];
400400
401401 for (int i = 0; i < 4; i++) {{
@@ -404,7 +404,7 @@ class {out_file_class} : public ShaderGLES3 {{
404404 }}
405405 }}
406406
407- glUniformMatrix4fv(version_get_uniform(p_uniform, p_version, p_variant, p_specialization) , 1, false, matrix);
407+ glUniformMatrix4fv(uniform_location , 1, false, matrix);
408408 }}
409409
410410#undef TRY_GET_UNIFORM
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