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Merge pull request #73966 from the-brickster/GLES3_GL_POINT_FIX
Solution for resolving the issue of point size not functioning correctly in GLES3
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@ -2206,6 +2206,9 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
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}
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RS::PrimitiveType primitive = surf->primitive;
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if (shader->uses_point_size) {
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primitive = RS::PRIMITIVE_POINTS;
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}
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static const GLenum prim[5] = { GL_POINTS, GL_LINES, GL_LINE_STRIP, GL_TRIANGLES, GL_TRIANGLE_STRIP };
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GLenum primitive_gl = prim[int(primitive)];
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@ -1494,7 +1494,7 @@ MaterialStorage::MaterialStorage() {
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actions.renames["LIGHT_VERTEX"] = "light_vertex";
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actions.renames["SHADOW_VERTEX"] = "shadow_vertex";
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actions.renames["UV"] = "uv";
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actions.renames["POINT_SIZE"] = "gl_PointSize";
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actions.renames["POINT_SIZE"] = "point_size";
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actions.renames["MODEL_MATRIX"] = "model_matrix";
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actions.renames["CANVAS_MATRIX"] = "canvas_transform";
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@ -1575,7 +1575,7 @@ MaterialStorage::MaterialStorage() {
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actions.renames["UV"] = "uv_interp";
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actions.renames["UV2"] = "uv2_interp";
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actions.renames["COLOR"] = "color_interp";
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actions.renames["POINT_SIZE"] = "gl_PointSize";
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actions.renames["POINT_SIZE"] = "point_size";
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actions.renames["INSTANCE_ID"] = "gl_InstanceID";
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actions.renames["VERTEX_ID"] = "gl_VertexID";
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