Fix OpenGL: _shadow_atlas_find_shadow: Condition "!sli" is true.
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@ -1064,7 +1064,11 @@ bool LightStorage::_shadow_atlas_find_shadow(ShadowAtlas *shadow_atlas, int *p_i
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for (int j = 0; j < sc; j++) {
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LightInstance *sli = light_instance_owner.get_or_null(sarr[j].owner);
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ERR_CONTINUE(!sli);
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if (!sli) {
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// Found a released light instance.
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found_used_idx = j;
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break;
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}
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if (sli->last_scene_pass != RasterizerSceneGLES3::get_singleton()->get_scene_pass()) {
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// Was just allocated, don't kill it so soon, wait a bit.
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