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@@ -24,7 +24,7 @@
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If [code]true[/code] and MSAA is enabled, this will trigger a color buffer resolve before the effect is run.
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[b]Note:[/b] In [method _render_callback], to access the resolved buffer use:
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[codeblock]
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- var render_scene_buffers : RenderSceneBuffersRD = render_data.get_render_scene_buffers()
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+ var render_scene_buffers = render_data.get_render_scene_buffers()
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var color_buffer = render_scene_buffers.get_texture("render_buffers", "color")
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[/codeblock]
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</member>
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@@ -32,7 +32,7 @@
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If [code]true[/code] and MSAA is enabled, this will trigger a depth buffer resolve before the effect is run.
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[b]Note:[/b] In [method _render_callback], to access the resolved buffer use:
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[codeblock]
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- var render_scene_buffers : RenderSceneBuffersRD = render_data.get_render_scene_buffers()
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+ var render_scene_buffers = render_data.get_render_scene_buffers()
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var depth_buffer = render_scene_buffers.get_texture("render_buffers", "depth")
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[/codeblock]
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</member>
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@@ -46,7 +46,7 @@
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If [code]true[/code] this triggers motion vectors being calculated during the opaque render state.
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[b]Note:[/b] In [method _render_callback], to access the motion vector buffer use:
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[codeblock]
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- var render_scene_buffers : RenderSceneBuffersRD = render_data.get_render_scene_buffers()
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+ var render_scene_buffers = render_data.get_render_scene_buffers()
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var motion_buffer = render_scene_buffers.get_velocity_texture()
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[/codeblock]
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</member>
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@@ -54,7 +54,7 @@
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If [code]true[/code] this triggers normal and roughness data to be output during our depth pre-pass, only applicable for the Forward+ renderer.
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[b]Note:[/b] In [method _render_callback], to access the roughness buffer use:
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[codeblock]
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- var render_scene_buffers : RenderSceneBuffersRD = render_data.get_render_scene_buffers()
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+ var render_scene_buffers = render_data.get_render_scene_buffers()
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var roughness_buffer = render_scene_buffers.get_texture("forward_clustered", "normal_roughness")
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[/codeblock]
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The raw normal and roughness buffer is stored in an optimized format, different than the one available in Spatial shaders. When sampling the buffer, a conversion function must be applied. Use this function, copied from [url=https://github.com/godotengine/godot/blob/da5f39889f155658cef7f7ec3cc1abb94e17d815/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl#L334-L341]here[/url]:
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