Fix various bugs in GLES3 renderer that stopped it from running on web
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5ecd61a315
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4b80cb4aa3
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@ -111,6 +111,7 @@ CopyEffects::~CopyEffects() {
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glDeleteVertexArrays(1, &screen_triangle_array);
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glDeleteVertexArrays(1, &screen_triangle_array);
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glDeleteBuffers(1, &quad);
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glDeleteBuffers(1, &quad);
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glDeleteVertexArrays(1, &quad_array);
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glDeleteVertexArrays(1, &quad_array);
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copy.shader.version_free(copy.shader_version);
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}
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}
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void CopyEffects::copy_to_rect(const Rect2i &p_rect) {
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void CopyEffects::copy_to_rect(const Rect2i &p_rect) {
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@ -496,7 +496,7 @@ void RasterizerSceneGLES3::_update_dirty_skys() {
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while (sky) {
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while (sky) {
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if (sky->radiance == 0) {
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if (sky->radiance == 0) {
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sky->mipmap_count = Image::get_image_required_mipmaps(sky->radiance_size, sky->radiance_size, Image::FORMAT_RGBA8) - 2;
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sky->mipmap_count = Image::get_image_required_mipmaps(sky->radiance_size, sky->radiance_size, Image::FORMAT_RGBA8) - 1;
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// Left uninitialized, will attach a texture at render time
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// Left uninitialized, will attach a texture at render time
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glGenFramebuffers(1, &sky->radiance_framebuffer);
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glGenFramebuffers(1, &sky->radiance_framebuffer);
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@ -523,7 +523,7 @@ void RasterizerSceneGLES3::_update_dirty_skys() {
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BASE_LEVEL, 0);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BASE_LEVEL, 0);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, sky->mipmap_count);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, sky->mipmap_count - 1);
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glGenTextures(1, &sky->raw_radiance);
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glGenTextures(1, &sky->raw_radiance);
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glBindTexture(GL_TEXTURE_CUBE_MAP, sky->raw_radiance);
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glBindTexture(GL_TEXTURE_CUBE_MAP, sky->raw_radiance);
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@ -544,7 +544,8 @@ void RasterizerSceneGLES3::_update_dirty_skys() {
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BASE_LEVEL, 0);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BASE_LEVEL, 0);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, sky->mipmap_count);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, sky->mipmap_count - 1);
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glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
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glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
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}
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}
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@ -701,6 +702,7 @@ void RasterizerSceneGLES3::_setup_sky(RID p_env, RID p_render_buffers, const Pag
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}
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}
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if (!sky->radiance) {
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if (!sky->radiance) {
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_invalidate_sky(sky);
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_update_dirty_skys();
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_update_dirty_skys();
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}
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}
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}
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}
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@ -879,7 +881,7 @@ void RasterizerSceneGLES3::_update_sky_radiance(RID p_env, const Projection &p_p
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}
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}
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if (update_single_frame) {
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if (update_single_frame) {
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for (int i = 0; i <= max_processing_layer; i++) {
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for (int i = 0; i < max_processing_layer; i++) {
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_filter_sky_radiance(sky, i);
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_filter_sky_radiance(sky, i);
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}
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}
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} else {
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} else {
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@ -889,7 +891,7 @@ void RasterizerSceneGLES3::_update_sky_radiance(RID p_env, const Projection &p_p
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sky->reflection_dirty = false;
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sky->reflection_dirty = false;
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} else {
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} else {
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if (sky_mode == RS::SKY_MODE_INCREMENTAL && sky->processing_layer <= max_processing_layer) {
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if (sky_mode == RS::SKY_MODE_INCREMENTAL && sky->processing_layer < max_processing_layer) {
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_filter_sky_radiance(sky, sky->processing_layer);
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_filter_sky_radiance(sky, sky->processing_layer);
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sky->processing_layer++;
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sky->processing_layer++;
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}
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}
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@ -1005,7 +1007,9 @@ void RasterizerSceneGLES3::_filter_sky_radiance(Sky *p_sky, int p_base_layer) {
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, p_sky->radiance, p_base_layer);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, p_sky->radiance, p_base_layer);
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#ifdef DEBUG_ENABLED
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#ifdef DEBUG_ENABLED
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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ERR_CONTINUE(status != GL_FRAMEBUFFER_COMPLETE);
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if (status != GL_FRAMEBUFFER_COMPLETE) {
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WARN_PRINT("Could not bind sky radiance face: " + itos(i) + ", status: " + GLES3::TextureStorage::get_singleton()->get_framebuffer_error(status));
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}
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#endif
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#endif
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material_storage->shaders.cubemap_filter_shader.version_set_uniform(CubemapFilterShaderGLES3::FACE_ID, i, scene_globals.cubemap_filter_shader_version, mode);
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material_storage->shaders.cubemap_filter_shader.version_set_uniform(CubemapFilterShaderGLES3::FACE_ID, i, scene_globals.cubemap_filter_shader_version, mode);
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@ -2303,7 +2307,7 @@ void RasterizerSceneGLES3::render_buffers_configure(RID p_render_buffers, RID p_
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glGenTextures(1, &rb->depth_texture);
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glGenTextures(1, &rb->depth_texture);
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glBindTexture(GL_TEXTURE_2D, rb->depth_texture);
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glBindTexture(GL_TEXTURE_2D, rb->depth_texture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, rt->size.x, rt->size.y, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, rt->size.x, rt->size.y, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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@ -106,12 +106,12 @@ void main() {
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T[2] = N;
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T[2] = N;
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for (int sample_num = 0; sample_num < sample_count; sample_num++) {
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for (int sample_num = 0; sample_num < sample_count; sample_num++) {
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vec4 sample = sample_directions_mip[sample_num];
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vec4 sample_direction_mip = sample_directions_mip[sample_num];
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vec3 L = T * sample.xyz;
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vec3 L = T * sample_direction_mip.xyz;
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vec3 val = textureLod(source_cube, L, sample.w).rgb;
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vec3 val = textureLod(source_cube, L, sample_direction_mip.w).rgb;
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// Mix using linear
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// Mix using linear
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val = srgb_to_linear(val);
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val = srgb_to_linear(val);
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sum.rgb += val * sample.z;
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sum.rgb += val * sample_direction_mip.z;
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}
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}
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sum /= weight;
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sum /= weight;
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@ -754,7 +754,7 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f
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if (omni_lights[idx].size > 0.0) {
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if (omni_lights[idx].size > 0.0) {
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float t = omni_lights[idx].size / max(0.001, light_length);
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float t = omni_lights[idx].size / max(0.001, light_length);
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size_A = max(0.0, 1.0 - 1 / sqrt(1 + t * t));
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size_A = max(0.0, 1.0 - 1.0 / sqrt(1.0 + t * t));
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}
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}
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light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color, omni_attenuation, f0, roughness, metallic, omni_lights[idx].specular_amount, albedo, alpha,
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light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color, omni_attenuation, f0, roughness, metallic, omni_lights[idx].specular_amount, albedo, alpha,
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@ -803,7 +803,7 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f
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if (spot_lights[idx].size > 0.0) {
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if (spot_lights[idx].size > 0.0) {
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float t = spot_lights[idx].size / max(0.001, light_length);
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float t = spot_lights[idx].size / max(0.001, light_length);
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size_A = max(0.0, 1.0 - 1 / sqrt(1 + t * t));
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size_A = max(0.0, 1.0 - 1.0 / sqrt(1.0 + t * t));
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}
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}
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light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color, spot_attenuation, f0, roughness, metallic, spot_lights[idx].specular_amount, albedo, alpha,
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light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color, spot_attenuation, f0, roughness, metallic, spot_lights[idx].specular_amount, albedo, alpha,
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@ -1347,7 +1347,7 @@ void MeshStorage::multimesh_set_buffer(RID p_multimesh, const Vector<float> &p_b
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_multimesh_mark_all_dirty(multimesh, false, true); //update AABB
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_multimesh_mark_all_dirty(multimesh, false, true); //update AABB
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} else if (multimesh->mesh.is_valid()) {
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} else if (multimesh->mesh.is_valid()) {
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//if we have a mesh set, we need to re-generate the AABB from the new data
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//if we have a mesh set, we need to re-generate the AABB from the new data
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const float *data = multimesh->data_cache.ptr();
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const float *data = p_buffer.ptr();
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_multimesh_re_create_aabb(multimesh, data, multimesh->instances);
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_multimesh_re_create_aabb(multimesh, data, multimesh->instances);
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multimesh->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
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multimesh->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
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