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@@ -595,6 +595,7 @@ void RasterizerSceneGLES3::_setup_sky(const RenderDataGLES3 *p_render_data, cons
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sky->reflection_dirty = true;
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}
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+ glBindBufferBase(GL_UNIFORM_BUFFER, SKY_DIRECTIONAL_LIGHT_UNIFORM_LOCATION, sky_globals.directional_light_buffer);
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if (shader_data->uses_light) {
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sky_globals.directional_light_count = 0;
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for (int i = 0; i < (int)p_lights.size(); i++) {
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@@ -678,7 +679,6 @@ void RasterizerSceneGLES3::_setup_sky(const RenderDataGLES3 *p_render_data, cons
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}
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if (light_data_dirty) {
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- glBindBufferBase(GL_UNIFORM_BUFFER, SKY_DIRECTIONAL_LIGHT_UNIFORM_LOCATION, sky_globals.directional_light_buffer);
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glBufferData(GL_UNIFORM_BUFFER, sizeof(DirectionalLightData) * sky_globals.max_directional_lights, sky_globals.directional_lights, GL_STREAM_DRAW);
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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