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Shader:send now returns false if the uniform doesn't exist
It also returns false if the uniform exists but was optimized out by the shader compiler. Previously it would cause a Lua error in both situations.
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@@ -411,14 +411,18 @@ int w_Shader_send(lua_State *L)
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const Shader::UniformInfo *info = shader->getUniformInfo(name);
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if (info == nullptr)
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return luaL_error(L, "Shader uniform '%s' does not exist.\nA common error is to define but not use the variable.", name);
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{
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luax_pushboolean(L, false);
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return 1;
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}
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int startidx = 3;
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if (luax_istype(L, startidx, Data::type))
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return w_Shader_sendData(L, startidx, shader, info, false);
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if (luax_istype(L, 3, Data::type))
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w_Shader_sendData(L, 3, shader, info, false);
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else
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return w_Shader_sendLuaValues(L, startidx, shader, info, name);
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w_Shader_sendLuaValues(L, 3, shader, info, name);
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luax_pushboolean(L, true);
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return 1;
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}
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int w_Shader_sendColors(lua_State *L)
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@@ -428,15 +432,21 @@ int w_Shader_sendColors(lua_State *L)
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const Shader::UniformInfo *info = shader->getUniformInfo(name);
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if (info == nullptr)
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return luaL_error(L, "Shader uniform '%s' does not exist.\nA common error is to define but not use the variable.", name);
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{
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luax_pushboolean(L, false);
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return 1;
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}
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if (info->baseType != Shader::UNIFORM_FLOAT || info->components < 3)
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return luaL_error(L, "sendColor can only be used on vec3 or vec4 uniforms.");
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if (luax_istype(L, 3, Data::type))
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return w_Shader_sendData(L, 3, shader, info, true);
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w_Shader_sendData(L, 3, shader, info, true);
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else
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return w_Shader_sendFloats(L, 3, shader, info, true);
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w_Shader_sendFloats(L, 3, shader, info, true);
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luax_pushboolean(L, true);
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return 1;
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}
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int w_Shader_hasUniform(lua_State *L)
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