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Merge pull request #26287 from JFonS/fix_25992

Use item_shadow_mask for LightOccluder2D culling
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  1. 1 1
      servers/visual/visual_server_viewport.cpp

+ 1 - 1
servers/visual/visual_server_viewport.cpp

@@ -167,7 +167,7 @@ void VisualServerViewport::_draw_viewport(Viewport *p_viewport, ARVRInterface::E
 			RasterizerCanvas::Light *light = lights_with_shadow;
 			while (light) {
 
-				VSG::canvas_render->canvas_light_shadow_buffer_update(light->shadow_buffer, light->xform_cache.affine_inverse(), light->item_mask, light->radius_cache / 1000.0, light->radius_cache * 1.1, occluders, &light->shadow_matrix_cache);
+				VSG::canvas_render->canvas_light_shadow_buffer_update(light->shadow_buffer, light->xform_cache.affine_inverse(), light->item_shadow_mask, light->radius_cache / 1000.0, light->radius_cache * 1.1, occluders, &light->shadow_matrix_cache);
 				light = light->shadows_next_ptr;
 			}