mirror of https://github.com/godotengine/godot
Use Vector4 for texture mask in BaseMaterial to avoid converting to and from Plane
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@ -2737,13 +2737,13 @@ float BaseMaterial3D::get_grow() const {
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return grow;
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}
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static Plane _get_texture_mask(BaseMaterial3D::TextureChannel p_channel) {
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static const Plane masks[5] = {
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Plane(1, 0, 0, 0),
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Plane(0, 1, 0, 0),
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Plane(0, 0, 1, 0),
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Plane(0, 0, 0, 1),
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Plane(0.3333333, 0.3333333, 0.3333333, 0),
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static Vector4 _get_texture_mask(BaseMaterial3D::TextureChannel p_channel) {
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static const Vector4 masks[5] = {
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Vector4(1, 0, 0, 0),
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Vector4(0, 1, 0, 0),
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Vector4(0, 0, 1, 0),
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Vector4(0, 0, 0, 1),
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Vector4(0.3333333, 0.3333333, 0.3333333, 0),
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};
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return masks[p_channel];
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