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Allow passing matrices to GLSL shaders either via NodePath or directly as a Mat4
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@ -1156,9 +1156,7 @@ fetch_specified_part(Shader::ShaderMatInput part, InternalName *name, LMatrix4 &
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return &t;
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return &t;
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}
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}
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case Shader::SMO_mat_constant_x: {
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case Shader::SMO_mat_constant_x: {
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const NodePath &np = _target_shader->get_shader_input_nodepath(name);
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return &_target_shader->get_shader_input_matrix(name, t);
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nassertr(!np.is_empty(), &LMatrix4::ident_mat());
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return &(np.node()->get_transform()->get_mat());
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}
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}
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case Shader::SMO_vec_constant_x: {
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case Shader::SMO_vec_constant_x: {
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const LVecBase4 &input = _target_shader->get_shader_input_vector(name);
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const LVecBase4 &input = _target_shader->get_shader_input_vector(name);
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