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@@ -7855,7 +7855,7 @@ void RasterizerGLES2::_debug_draw_shadow(GLuint tex, const Rect2& p_rect) {
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- Matrix32 modelview;
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+ Transform2D modelview;
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modelview.translate(p_rect.pos.x, p_rect.pos.y);
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canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX, modelview);
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glBindTexture(GL_TEXTURE_2D,tex);
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@@ -8073,8 +8073,8 @@ void RasterizerGLES2::canvas_begin() {
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canvas_transform.scale( Vector3( 2.0f / viewport.width, csy * -2.0f / viewport.height, 1.0f ) );
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canvas_shader.set_uniform(CanvasShaderGLES2::PROJECTION_MATRIX,canvas_transform);
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- canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX,Matrix32());
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- canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Matrix32());
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+ canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX,Transform2D());
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+ canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Transform2D());
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canvas_opacity=1.0;
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canvas_blend_mode=VS::MATERIAL_BLEND_MODE_MIX;
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@@ -8138,11 +8138,11 @@ void RasterizerGLES2::canvas_set_blend_mode(VS::MaterialBlendMode p_mode) {
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}
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-void RasterizerGLES2::canvas_begin_rect(const Matrix32& p_transform) {
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+void RasterizerGLES2::canvas_begin_rect(const Transform2D& p_transform) {
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canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX,p_transform);
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- canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Matrix32());
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+ canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Transform2D());
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}
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@@ -8670,7 +8670,7 @@ void RasterizerGLES2::canvas_draw_polygon(int p_vertex_count, const int* p_indic
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};
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-void RasterizerGLES2::canvas_set_transform(const Matrix32& p_transform) {
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+void RasterizerGLES2::canvas_set_transform(const Transform2D& p_transform) {
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canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,p_transform);
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@@ -8880,7 +8880,7 @@ RID RasterizerGLES2::canvas_light_shadow_buffer_create(int p_width) {
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return canvas_light_shadow_owner.make_rid(cls);
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}
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-void RasterizerGLES2::canvas_light_shadow_buffer_update(RID p_buffer, const Matrix32& p_light_xform, int p_light_mask,float p_near, float p_far, CanvasLightOccluderInstance* p_occluders, CameraMatrix *p_xform_cache) {
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+void RasterizerGLES2::canvas_light_shadow_buffer_update(RID p_buffer, const Transform2D& p_light_xform, int p_light_mask,float p_near, float p_far, CanvasLightOccluderInstance* p_occluders, CameraMatrix *p_xform_cache) {
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CanvasLightShadow *cls = canvas_light_shadow_owner.get(p_buffer);
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ERR_FAIL_COND(!cls);
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@@ -9602,7 +9602,7 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list,int p_z,const
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canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX,ci->final_transform);
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- canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Matrix32());
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+ canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Transform2D());
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bool reclip=false;
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@@ -9715,7 +9715,7 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list,int p_z,const
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}
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canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX,ci->final_transform);
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- canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Matrix32());
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+ canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Transform2D());
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canvas_shader.set_uniform(CanvasShaderGLES2::PROJECTION_MATRIX,canvas_transform);
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if (canvas_use_modulate)
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canvas_shader.set_uniform(CanvasShaderGLES2::MODULATE,canvas_modulate);
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@@ -9782,7 +9782,7 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list,int p_z,const
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}
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canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX,ci->final_transform);
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- canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Matrix32());
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+ canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Transform2D());
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if (canvas_use_modulate)
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canvas_shader.set_uniform(CanvasShaderGLES2::MODULATE,canvas_modulate);
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