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Fix framebuffer created for reflection probe in mobile renderer
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@ -263,28 +263,11 @@ RID RenderForwardMobile::RenderBufferDataForwardMobile::get_color_fbs(Framebuffe
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RID RenderForwardMobile::reflection_probe_create_framebuffer(RID p_color, RID p_depth) {
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// Our attachments
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Vector<RID> fb;
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fb.push_back(p_color); // 0
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fb.push_back(p_depth); // 1
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Vector<RID> attachments;
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attachments.push_back(p_color); // 0
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attachments.push_back(p_depth); // 1
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// Now define our subpasses
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Vector<RD::FramebufferPass> passes;
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RD::FramebufferPass pass;
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// re-using the same attachments
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pass.color_attachments.push_back(0);
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pass.depth_attachment = 1;
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// - opaque pass
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passes.push_back(pass);
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// - sky pass
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passes.push_back(pass);
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// - alpha pass
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passes.push_back(pass);
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return RD::get_singleton()->framebuffer_create_multipass(fb, passes);
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return RD::get_singleton()->framebuffer_create(attachments);
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}
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void RenderForwardMobile::setup_render_buffer_data(Ref<RenderSceneBuffersRD> p_render_buffers) {
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@ -1049,10 +1032,6 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
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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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if (rb_data.is_valid()) {
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framebuffer = rb_data->get_color_fbs(RenderBufferDataForwardMobile::FB_CONFIG_RENDER_PASS);
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}
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// this may be needed if we re-introduced steps that change info, not sure which do so in the previous implementation
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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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