-Correctly flip BG texture if viewport is flipped, fixes #3507
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@ -173,6 +173,8 @@ public:
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virtual bool is_window_maximized() const { return true; }
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virtual void set_iterations_per_second(int p_ips);
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virtual int get_iterations_per_second() const;
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@ -7088,11 +7088,13 @@ void RasterizerGLES2::_draw_tex_bg() {
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copy_shader.set_uniform(CopyShaderGLES2::ENERGY,nrg);
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copy_shader.set_uniform(CopyShaderGLES2::CUSTOM_ALPHA,float(current_env->bg_param[VS::ENV_BG_PARAM_GLOW]));
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float flip_sign = (current_env->bg_mode==VS::ENV_BG_TEXTURE && current_rt && current_rt_vflip)?-1:1;
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Vector3 vertices[4]={
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Vector3(-1,-1,1),
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Vector3( 1,-1,1),
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Vector3( 1, 1,1),
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Vector3(-1, 1,1)
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Vector3(-1,-1*flip_sign,1),
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Vector3( 1,-1*flip_sign,1),
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Vector3( 1, 1*flip_sign,1),
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Vector3(-1, 1*flip_sign,1)
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};
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@ -7238,7 +7240,7 @@ void RasterizerGLES2::end_scene() {
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bgcolor = current_env->bg_param[VS::ENV_BG_PARAM_COLOR];
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else
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bgcolor = Globals::get_singleton()->get("render/default_clear_color");
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bgcolor = _convert_color(bgcolor);
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bgcolor = _convert_color(bgcolor);
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float a = use_fb ? float(current_env->bg_param[VS::ENV_BG_PARAM_GLOW]) : 1.0;
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glClearColor(bgcolor.r,bgcolor.g,bgcolor.b,a);
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_glClearDepth(1.0);
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