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Fix Frustum Sky projection translation logic, all pipelines, fixes 63863
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@ -2259,6 +2259,7 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_
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render_data.inv_cam_transform = render_data.cam_transform.affine_inverse();
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render_data.cam_projection = p_camera_data->main_projection;
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render_data.cam_orthogonal = p_camera_data->is_orthogonal;
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render_data.cam_frustum = p_camera_data->is_frustum;
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render_data.camera_visible_layers = p_camera_data->visible_layers;
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render_data.main_cam_transform = p_camera_data->main_transform;
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@ -2592,14 +2593,18 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_
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scene_state.enable_gl_blend(false);
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scene_state.set_gl_cull_mode(GLES3::SceneShaderData::CULL_BACK);
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Transform3D transform = render_data.cam_transform;
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Projection projection = render_data.cam_projection;
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if (is_reflection_probe) {
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Projection correction;
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correction.columns[1][1] = -1.0;
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projection = correction * render_data.cam_projection;
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} else if (render_data.cam_frustum) {
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// Sky is drawn upside down, the frustum offset doesn't know the image is upside down so needs a flip.
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projection[2].y = -projection[2].y;
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}
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_draw_sky(render_data.environment, projection, render_data.cam_transform, sky_energy_multiplier, render_data.luminance_multiplier, p_camera_data->view_count > 1, flip_y, apply_color_adjustments_in_post);
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_draw_sky(render_data.environment, projection, transform, sky_energy_multiplier, render_data.luminance_multiplier, p_camera_data->view_count > 1, flip_y, apply_color_adjustments_in_post);
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}
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if (rt && (scene_state.used_screen_texture || scene_state.used_depth_texture)) {
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@ -103,6 +103,7 @@ struct RenderDataGLES3 {
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Transform3D inv_cam_transform;
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Projection cam_projection;
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bool cam_orthogonal = false;
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bool cam_frustum = false;
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uint32_t camera_visible_layers = 0xFFFFFFFF;
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// For billboards to cast correct shadows.
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@ -1961,7 +1961,13 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
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sky.setup_sky(p_render_data->environment, rb, *p_render_data->lights, p_render_data->camera_attributes, 1, &projection, &eye_offset, p_render_data->scene_data->cam_transform, projection, screen_size, Vector2(0.0f, 0.0f), this);
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} else {
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sky.setup_sky(p_render_data->environment, rb, *p_render_data->lights, p_render_data->camera_attributes, p_render_data->scene_data->view_count, p_render_data->scene_data->view_projection, p_render_data->scene_data->view_eye_offset, p_render_data->scene_data->cam_transform, p_render_data->scene_data->cam_projection, screen_size, p_render_data->scene_data->taa_jitter, this);
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Projection projection = p_render_data->scene_data->cam_projection;
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if (p_render_data->scene_data->cam_frustum) {
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// Sky is drawn upside down, the frustum offset doesn't know the image is upside down so needs a flip.
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projection[2].y = -projection[2].y;
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}
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sky.setup_sky(p_render_data->environment, rb, *p_render_data->lights, p_render_data->camera_attributes, p_render_data->scene_data->view_count, &projection, p_render_data->scene_data->view_eye_offset, p_render_data->scene_data->cam_transform, projection, screen_size, p_render_data->scene_data->taa_jitter, this);
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}
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sky_energy_multiplier *= bg_energy_multiplier;
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@ -976,7 +976,13 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
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sky.setup_sky(p_render_data->environment, p_render_data->render_buffers, *p_render_data->lights, p_render_data->camera_attributes, 1, &projection, &eye_offset, p_render_data->scene_data->cam_transform, projection, screen_size, Vector2(0.0f, 0.0f), this);
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} else {
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sky.setup_sky(p_render_data->environment, p_render_data->render_buffers, *p_render_data->lights, p_render_data->camera_attributes, p_render_data->scene_data->view_count, p_render_data->scene_data->view_projection, p_render_data->scene_data->view_eye_offset, p_render_data->scene_data->cam_transform, p_render_data->scene_data->cam_projection, screen_size, p_render_data->scene_data->taa_jitter, this);
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Projection projection = p_render_data->scene_data->cam_projection;
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if (p_render_data->scene_data->cam_frustum) {
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// Sky is drawn upside down, the frustum offset doesn't know the image is upside down so needs a flip.
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projection[2].y = -projection[2].y;
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}
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sky.setup_sky(p_render_data->environment, p_render_data->render_buffers, *p_render_data->lights, p_render_data->camera_attributes, p_render_data->scene_data->view_count, &projection, p_render_data->scene_data->view_eye_offset, p_render_data->scene_data->cam_transform, projection, screen_size, p_render_data->scene_data->taa_jitter, this);
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}
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sky_energy_multiplier *= bg_energy_multiplier;
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@ -1129,6 +1129,7 @@ void RendererSceneRenderRD::render_scene(const Ref<RenderSceneBuffers> &p_render
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scene_data.cam_transform = p_camera_data->main_transform;
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scene_data.cam_projection = p_camera_data->main_projection;
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scene_data.cam_orthogonal = p_camera_data->is_orthogonal;
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scene_data.cam_frustum = p_camera_data->is_frustum;
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scene_data.camera_visible_layers = p_camera_data->visible_layers;
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scene_data.taa_jitter = p_camera_data->taa_jitter;
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scene_data.taa_frame_count = p_camera_data->taa_frame_count;
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@ -51,6 +51,7 @@ public:
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float taa_frame_count = 0.0f;
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uint32_t camera_visible_layers;
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bool cam_orthogonal = false;
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bool cam_frustum = false;
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bool flip_y = false;
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// For billboards to cast correct shadows.
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@ -2734,6 +2734,7 @@ void RendererSceneCull::render_camera(const Ref<RenderSceneBuffers> &p_render_bu
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Projection projection;
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bool vaspect = camera->vaspect;
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bool is_orthogonal = false;
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bool is_frustum = false;
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switch (camera->type) {
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case Camera::ORTHOGONAL: {
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@ -2762,10 +2763,11 @@ void RendererSceneCull::render_camera(const Ref<RenderSceneBuffers> &p_render_bu
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camera->znear,
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camera->zfar,
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camera->vaspect);
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is_frustum = true;
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} break;
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}
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camera_data.set_camera(transform, projection, is_orthogonal, vaspect, jitter, taa_frame_count, camera->visible_layers);
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camera_data.set_camera(transform, projection, is_orthogonal, is_frustum, vaspect, jitter, taa_frame_count, camera->visible_layers);
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} else {
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// Setup our camera for our XR interface.
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// We can support multiple views here each with their own camera
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@ -2787,9 +2789,9 @@ void RendererSceneCull::render_camera(const Ref<RenderSceneBuffers> &p_render_bu
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}
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if (view_count == 1) {
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camera_data.set_camera(transforms[0], projections[0], false, camera->vaspect, jitter, p_jitter_phase_count, camera->visible_layers);
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camera_data.set_camera(transforms[0], projections[0], false, false, camera->vaspect, jitter, p_jitter_phase_count, camera->visible_layers);
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} else if (view_count == 2) {
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camera_data.set_multiview_camera(view_count, transforms, projections, false, camera->vaspect);
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camera_data.set_multiview_camera(view_count, transforms, projections, false, false, camera->vaspect);
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} else {
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// this won't be called (see fail check above) but keeping this comment to indicate we may support more then 2 views in the future...
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}
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@ -3633,7 +3635,7 @@ void RendererSceneCull::render_empty_scene(const Ref<RenderSceneBuffers> &p_rend
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RENDER_TIMESTAMP("Render Empty 3D Scene");
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RendererSceneRender::CameraData camera_data;
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camera_data.set_camera(Transform3D(), Projection(), true, false);
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camera_data.set_camera(Transform3D(), Projection(), true, false, false);
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scene_render->render_scene(p_render_buffers, &camera_data, &camera_data, PagedArray<RenderGeometryInstance *>(), PagedArray<RID>(), PagedArray<RID>(), PagedArray<RID>(), PagedArray<RID>(), PagedArray<RID>(), PagedArray<RID>(), environment, RID(), compositor, p_shadow_atlas, RID(), scenario->reflection_atlas, RID(), 0, 0, nullptr, 0, nullptr, 0, nullptr);
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#endif
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@ -3711,7 +3713,7 @@ bool RendererSceneCull::_render_reflection_probe_step(Instance *p_instance, int
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RENDER_TIMESTAMP("Render ReflectionProbe, Step " + itos(p_step));
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RendererSceneRender::CameraData camera_data;
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camera_data.set_camera(xform, cm, false, false);
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camera_data.set_camera(xform, cm, false, false, false);
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Ref<RenderSceneBuffers> render_buffers = RSG::light_storage->reflection_probe_atlas_get_render_buffers(scenario->reflection_atlas);
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_render_scene(&camera_data, render_buffers, environment, RID(), RID(), RSG::light_storage->reflection_probe_get_cull_mask(p_instance->base), p_instance->scenario->self, RID(), shadow_atlas, reflection_probe->instance, p_step, mesh_lod_threshold, use_shadows);
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@ -33,9 +33,10 @@
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/////////////////////////////////////////////////////////////////////////////
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// CameraData
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void RendererSceneRender::CameraData::set_camera(const Transform3D p_transform, const Projection p_projection, bool p_is_orthogonal, bool p_vaspect, const Vector2 &p_taa_jitter, float p_taa_frame_count, const uint32_t p_visible_layers) {
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void RendererSceneRender::CameraData::set_camera(const Transform3D p_transform, const Projection p_projection, bool p_is_orthogonal, bool p_is_frustum, bool p_vaspect, const Vector2 &p_taa_jitter, float p_taa_frame_count, const uint32_t p_visible_layers) {
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view_count = 1;
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is_orthogonal = p_is_orthogonal;
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is_frustum = p_is_frustum;
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vaspect = p_vaspect;
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main_transform = p_transform;
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@ -48,12 +49,13 @@ void RendererSceneRender::CameraData::set_camera(const Transform3D p_transform,
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taa_frame_count = p_taa_frame_count;
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}
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void RendererSceneRender::CameraData::set_multiview_camera(uint32_t p_view_count, const Transform3D *p_transforms, const Projection *p_projections, bool p_is_orthogonal, bool p_vaspect) {
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void RendererSceneRender::CameraData::set_multiview_camera(uint32_t p_view_count, const Transform3D *p_transforms, const Projection *p_projections, bool p_is_orthogonal, bool p_is_frustum, bool p_vaspect) {
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ERR_FAIL_COND_MSG(p_view_count != 2, "Incorrect view count for stereoscopic view");
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visible_layers = 0xFFFFFFFF;
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view_count = p_view_count;
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is_orthogonal = p_is_orthogonal;
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is_frustum = p_is_frustum;
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vaspect = p_vaspect;
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Vector<Plane> planes[2];
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@ -302,6 +302,7 @@ public:
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// flags
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uint32_t view_count;
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bool is_orthogonal;
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bool is_frustum;
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uint32_t visible_layers;
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bool vaspect;
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@ -314,8 +315,8 @@ public:
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Vector2 taa_jitter;
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float taa_frame_count = 0.0f;
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void set_camera(const Transform3D p_transform, const Projection p_projection, bool p_is_orthogonal, bool p_vaspect, const Vector2 &p_taa_jitter = Vector2(), float p_taa_frame_count = 0.0f, uint32_t p_visible_layers = 0xFFFFFFFF);
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void set_multiview_camera(uint32_t p_view_count, const Transform3D *p_transforms, const Projection *p_projections, bool p_is_orthogonal, bool p_vaspect);
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void set_camera(const Transform3D p_transform, const Projection p_projection, bool p_is_orthogonal, bool p_is_frustum, bool p_vaspect, const Vector2 &p_taa_jitter = Vector2(), float p_taa_frame_count = 0.0f, uint32_t p_visible_layers = 0xFFFFFFFF);
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void set_multiview_camera(uint32_t p_view_count, const Transform3D *p_transforms, const Projection *p_projections, bool p_is_orthogonal, bool p_is_frustum, bool p_vaspect);
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};
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virtual void render_scene(const Ref<RenderSceneBuffers> &p_render_buffers, const CameraData *p_camera_data, const CameraData *p_prev_camera_data, const PagedArray<RenderGeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_attributes, RID p_compositor, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data = nullptr, RenderingMethod::RenderInfo *r_render_info = nullptr) = 0;
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