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@@ -587,7 +587,7 @@ void RenderForwardClustered::_render_list_with_draw_list(RenderListParameters *p
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RD::get_singleton()->draw_list_end();
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}
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-void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_data, bool p_no_fog, const Size2i &p_screen_size, bool p_flip_y, const Color &p_default_bg_color, bool p_opaque_render_buffers, bool p_apply_alpha_multiplier, bool p_pancake_shadows, int p_index) {
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+void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_data, bool p_no_fog, const Size2i &p_screen_size, const Color &p_default_bg_color, bool p_opaque_render_buffers, bool p_apply_alpha_multiplier, bool p_pancake_shadows, int p_index) {
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RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
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Ref<RenderSceneBuffersRD> rd = p_render_data->render_buffers;
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@@ -603,7 +603,7 @@ void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_dat
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}
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}
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- p_render_data->scene_data->update_ubo(scene_state.uniform_buffers[p_index], get_debug_draw_mode(), env, reflection_probe_instance, p_render_data->camera_attributes, p_flip_y, p_pancake_shadows, p_screen_size, p_default_bg_color, _render_buffers_get_luminance_multiplier(), p_opaque_render_buffers, p_apply_alpha_multiplier);
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+ p_render_data->scene_data->update_ubo(scene_state.uniform_buffers[p_index], get_debug_draw_mode(), env, reflection_probe_instance, p_render_data->camera_attributes, p_pancake_shadows, p_screen_size, p_default_bg_color, _render_buffers_get_luminance_multiplier(), p_opaque_render_buffers, p_apply_alpha_multiplier);
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// now do implementation UBO
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@@ -1732,7 +1732,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
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_setup_lightmaps(p_render_data, *p_render_data->lightmaps, p_render_data->scene_data->cam_transform);
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_setup_voxelgis(*p_render_data->voxel_gi_instances);
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- _setup_environment(p_render_data, is_reflection_probe, screen_size, !is_reflection_probe, p_default_bg_color, false);
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+ _setup_environment(p_render_data, is_reflection_probe, screen_size, p_default_bg_color, false);
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// May have changed due to the above (light buffer enlarged, as an example).
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_update_render_base_uniform_set();
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@@ -1995,7 +1995,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
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// Shadow pass can change the base uniform set samplers.
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_update_render_base_uniform_set();
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- _setup_environment(p_render_data, is_reflection_probe, screen_size, !is_reflection_probe, p_default_bg_color, true, using_motion_pass);
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+ _setup_environment(p_render_data, is_reflection_probe, screen_size, p_default_bg_color, true, using_motion_pass);
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RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_OPAQUE, p_render_data, radiance_texture, samplers, true);
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@@ -2209,7 +2209,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
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rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_ALPHA, p_render_data, radiance_texture, samplers, true);
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- _setup_environment(p_render_data, is_reflection_probe, screen_size, !is_reflection_probe, p_default_bg_color, false);
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+ _setup_environment(p_render_data, is_reflection_probe, screen_size, p_default_bg_color, false);
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{
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uint32_t transparent_color_pass_flags = (color_pass_flags | COLOR_PASS_FLAG_TRANSPARENT) & ~(COLOR_PASS_FLAG_SEPARATE_SPECULAR);
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@@ -2562,6 +2562,7 @@ void RenderForwardClustered::_render_shadow_append(RID p_framebuffer, const Page
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SceneState::ShadowPass shadow_pass;
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RenderSceneDataRD scene_data;
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+ scene_data.flip_y = !p_flip_y; // Q: Why is this inverted? Do we assume flip in shadow logic?
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scene_data.cam_projection = p_projection;
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scene_data.cam_transform = p_transform;
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scene_data.view_projection[0] = p_projection;
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@@ -2581,7 +2582,7 @@ void RenderForwardClustered::_render_shadow_append(RID p_framebuffer, const Page
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render_data.instances = &p_instances;
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render_data.render_info = p_render_info;
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- _setup_environment(&render_data, true, p_viewport_size, !p_flip_y, Color(), false, false, p_use_pancake, shadow_pass_index);
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+ _setup_environment(&render_data, true, p_viewport_size, Color(), false, false, p_use_pancake, shadow_pass_index);
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if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) {
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scene_data.screen_mesh_lod_threshold = 0.0;
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@@ -2654,6 +2655,7 @@ void RenderForwardClustered::_render_particle_collider_heightfield(RID p_fb, con
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RD::get_singleton()->draw_command_begin_label("Render Collider Heightfield");
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RenderSceneDataRD scene_data;
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+ scene_data.flip_y = true;
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scene_data.cam_projection = p_cam_projection;
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scene_data.cam_transform = p_cam_transform;
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scene_data.view_projection[0] = p_cam_projection;
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@@ -2673,7 +2675,7 @@ void RenderForwardClustered::_render_particle_collider_heightfield(RID p_fb, con
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_update_render_base_uniform_set();
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- _setup_environment(&render_data, true, Vector2(1, 1), true, Color(), false, false, false);
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+ _setup_environment(&render_data, true, Vector2(1, 1), Color(), false, false, false);
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PassMode pass_mode = PASS_MODE_SHADOW;
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@@ -2720,7 +2722,7 @@ void RenderForwardClustered::_render_material(const Transform3D &p_cam_transform
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_update_render_base_uniform_set();
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- _setup_environment(&render_data, true, Vector2(1, 1), false, Color());
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+ _setup_environment(&render_data, true, Vector2(1, 1), Color());
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PassMode pass_mode = PASS_MODE_DEPTH_MATERIAL;
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_fill_render_list(RENDER_LIST_SECONDARY, &render_data, pass_mode);
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@@ -2771,7 +2773,7 @@ void RenderForwardClustered::_render_uv2(const PagedArray<RenderGeometryInstance
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_update_render_base_uniform_set();
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- _setup_environment(&render_data, true, Vector2(1, 1), false, Color());
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+ _setup_environment(&render_data, true, Vector2(1, 1), Color());
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PassMode pass_mode = PASS_MODE_DEPTH_MATERIAL;
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_fill_render_list(RENDER_LIST_SECONDARY, &render_data, pass_mode);
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@@ -2887,7 +2889,7 @@ void RenderForwardClustered::_render_sdfgi(Ref<RenderSceneBuffersRD> p_render_bu
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RendererRD::MaterialStorage::store_transform(to_bounds.affine_inverse() * scene_data.cam_transform, scene_state.ubo.sdf_to_bounds);
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scene_data.emissive_exposure_normalization = p_exposure_normalization;
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- _setup_environment(&render_data, true, Vector2(1, 1), false, Color());
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+ _setup_environment(&render_data, true, Vector2(1, 1), Color());
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RID rp_uniform_set = _setup_sdfgi_render_pass_uniform_set(p_albedo_texture, p_emission_texture, p_emission_aniso_texture, p_geom_facing_texture, RendererRD::MaterialStorage::get_singleton()->samplers_rd_get_default());
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