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Oops, fixed wrong color masking problem. Closes #10149
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@ -2143,7 +2143,7 @@ _FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataTy
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gui[0] = v.normal.x;
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gui[1] = v.normal.y;
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gui[2] = v.normal.x;
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gui[2] = v.normal.z;
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gui[3] = v.d;
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}
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} break;
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@ -1384,7 +1384,7 @@ static Plane _get_texture_mask(SpatialMaterial::TextureChannel p_channel) {
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}
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void SpatialMaterial::set_metallic_texture_channel(TextureChannel p_channel) {
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ERR_FAIL_INDEX(p_channel, 5);
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metallic_texture_channel = p_channel;
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VS::get_singleton()->material_set_param(_get_material(), shader_names->metallic_texture_channel, _get_texture_mask(p_channel));
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}
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@ -1395,6 +1395,7 @@ SpatialMaterial::TextureChannel SpatialMaterial::get_metallic_texture_channel()
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void SpatialMaterial::set_roughness_texture_channel(TextureChannel p_channel) {
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ERR_FAIL_INDEX(p_channel, 5);
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roughness_texture_channel = p_channel;
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VS::get_singleton()->material_set_param(_get_material(), shader_names->roughness_texture_channel, _get_texture_mask(p_channel));
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}
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