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@@ -1126,6 +1126,7 @@ void RenderForwardClustered::_render_scene(RID p_render_buffer, const Transform
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bool using_ssr = false;
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bool using_sdfgi = false;
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bool using_giprobe = false;
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+ bool reverse_cull = false;
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if (render_buffer) {
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screen_size.x = render_buffer->width;
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@@ -1192,6 +1193,8 @@ void RenderForwardClustered::_render_scene(RID p_render_buffer, const Transform
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if (storage->reflection_probe_is_interior(reflection_probe_instance_get_probe(p_reflection_probe))) {
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p_environment = RID(); //no environment on interiors
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}
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+
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+ reverse_cull = true; // for some reason our views are inverted
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} else {
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ERR_FAIL(); //bug?
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}
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@@ -1321,7 +1324,7 @@ void RenderForwardClustered::_render_scene(RID p_render_buffer, const Transform
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RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_OPAQUE, RID(), RID(), RID(), RID(), RID(), PagedArray<RID>(), PagedArray<RID>());
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bool finish_depth = using_ssao || using_sdfgi || using_giprobe;
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- RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), false, depth_pass_mode, render_buffer == nullptr, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), lod_camera_plane, lod_distance_multiplier, p_screen_lod_threshold);
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+ RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, depth_pass_mode, render_buffer == nullptr, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), lod_camera_plane, lod_distance_multiplier, p_screen_lod_threshold);
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_render_list_with_threads(&render_list_params, depth_framebuffer, needs_pre_resolve ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, needs_pre_resolve ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_CLEAR, finish_depth ? RD::FINAL_ACTION_READ : RD::FINAL_ACTION_CONTINUE, needs_pre_resolve ? Vector<Color>() : depth_pass_clear);
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RD::get_singleton()->draw_command_end_label();
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@@ -1379,7 +1382,7 @@ void RenderForwardClustered::_render_scene(RID p_render_buffer, const Transform
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}
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RID framebuffer = using_separate_specular ? opaque_specular_framebuffer : opaque_framebuffer;
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- RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), false, using_separate_specular ? PASS_MODE_COLOR_SPECULAR : PASS_MODE_COLOR, render_buffer == nullptr, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), lod_camera_plane, lod_distance_multiplier, p_screen_lod_threshold);
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+ RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, using_separate_specular ? PASS_MODE_COLOR_SPECULAR : PASS_MODE_COLOR, render_buffer == nullptr, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), lod_camera_plane, lod_distance_multiplier, p_screen_lod_threshold);
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_render_list_with_threads(&render_list_params, framebuffer, keep_color ? RD::INITIAL_ACTION_KEEP : RD::INITIAL_ACTION_CLEAR, will_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, depth_pre_pass ? (continue_depth ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP) : RD::INITIAL_ACTION_CLEAR, will_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, c, 1.0, 0);
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if (will_continue_color && using_separate_specular) {
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// close the specular framebuffer, as it's no longer used
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