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-rw-r--r--editor/plugins/shader_editor_plugin.cpp11
1 files changed, 9 insertions, 2 deletions
diff --git a/editor/plugins/shader_editor_plugin.cpp b/editor/plugins/shader_editor_plugin.cpp
index e7d2d7a11f..b27bd49266 100644
--- a/editor/plugins/shader_editor_plugin.cpp
+++ b/editor/plugins/shader_editor_plugin.cpp
@@ -265,13 +265,20 @@ void ShaderEditorPlugin::get_window_layout(Ref<ConfigFile> p_layout) {
for (int i = 0; i < shader_tabs->get_tab_count(); i++) {
EditedShader edited_shader = edited_shaders[i];
if (edited_shader.shader_editor || edited_shader.visual_shader_editor) {
- shaders.push_back(edited_shader.shader->get_path());
+ String shader_path;
+ if (edited_shader.shader.is_valid()) {
+ shader_path = edited_shader.shader->get_path();
+ } else {
+ DEV_ASSERT(edited_shader.shader_inc.is_valid());
+ shader_path = edited_shader.shader_inc->get_path();
+ }
+ shaders.push_back(shader_path);
TextShaderEditor *shader_editor = Object::cast_to<TextShaderEditor>(shader_tabs->get_current_tab_control());
VisualShaderEditor *visual_shader_editor = Object::cast_to<VisualShaderEditor>(shader_tabs->get_current_tab_control());
if ((shader_editor && edited_shader.shader_editor == shader_editor) || (visual_shader_editor && edited_shader.visual_shader_editor == visual_shader_editor)) {
- selected_shader = edited_shader.shader->get_path();
+ selected_shader = shader_path;
}
}
}