diff --git a/servers/rendering/shader_language.cpp b/servers/rendering/shader_language.cpp index b903951400..535011710d 100644 --- a/servers/rendering/shader_language.cpp +++ b/servers/rendering/shader_language.cpp @@ -1137,13 +1137,13 @@ bool ShaderLanguage::_validate_operator(OperatorNode *p_op, DataType *r_ret_type } else if (na == TYPE_FLOAT && nb == TYPE_VEC4) { valid = true; ret_type = TYPE_VEC4; - } else if (p_op->op == OP_MUL && na == TYPE_FLOAT && nb == TYPE_MAT2) { + } else if (na == TYPE_FLOAT && nb == TYPE_MAT2) { valid = true; ret_type = TYPE_MAT2; - } else if (p_op->op == OP_MUL && na == TYPE_FLOAT && nb == TYPE_MAT3) { + } else if (na == TYPE_FLOAT && nb == TYPE_MAT3) { valid = true; ret_type = TYPE_MAT3; - } else if (p_op->op == OP_MUL && na == TYPE_FLOAT && nb == TYPE_MAT4) { + } else if (na == TYPE_FLOAT && nb == TYPE_MAT4) { valid = true; ret_type = TYPE_MAT4; } else if (p_op->op == OP_MUL && na == TYPE_VEC2 && nb == TYPE_MAT2) { @@ -1313,13 +1313,13 @@ bool ShaderLanguage::_validate_operator(OperatorNode *p_op, DataType *r_ret_type } else if (na == TYPE_VEC4 && nb == TYPE_FLOAT) { valid = true; ret_type = TYPE_VEC4; - } else if (p_op->op == OP_ASSIGN_MUL && na == TYPE_MAT2 && nb == TYPE_VEC2) { + } else if (na == TYPE_MAT2 && nb == TYPE_FLOAT) { valid = true; ret_type = TYPE_MAT2; - } else if (p_op->op == OP_ASSIGN_MUL && na == TYPE_MAT3 && nb == TYPE_VEC3) { + } else if (na == TYPE_MAT3 && nb == TYPE_FLOAT) { valid = true; ret_type = TYPE_MAT3; - } else if (p_op->op == OP_ASSIGN_MUL && na == TYPE_MAT4 && nb == TYPE_VEC4) { + } else if (na == TYPE_MAT4 && nb == TYPE_FLOAT) { valid = true; ret_type = TYPE_MAT4; } else if (p_op->op == OP_ASSIGN_MUL && na == TYPE_VEC2 && nb == TYPE_MAT2) {