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Modified the mobile renderer to apply the sky_transform operations in the same order as the forward_plus renderer.
Update rasterizer_scene_gles3.cpp Apply sky_transform order fix to the gles3 renderer.
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@ -788,7 +788,7 @@ void RasterizerSceneGLES3::_draw_sky(RID p_env, const Projection &p_projection,
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}
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Basis sky_transform = environment_get_sky_orientation(p_env);
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sky_transform.invert();
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sky_transform = p_transform.basis * sky_transform;
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sky_transform = sky_transform * p_transform.basis;
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bool success = material_storage->shaders.sky_shader.version_bind_shader(shader_data->version, SkyShaderGLES3::MODE_BACKGROUND);
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if (!success) {
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@ -1661,7 +1661,7 @@ void SkyRD::update_res_buffers(RID p_env, uint32_t p_view_count, const Projectio
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projections = &camera;
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}
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sky_transform = p_transform.basis * sky_transform;
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sky_transform = sky_transform * p_transform.basis;
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if (shader_data->uses_quarter_res) {
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PipelineCacheRD *pipeline = &shader_data->pipelines[view_count > 1 ? SKY_VERSION_QUARTER_RES_MULTIVIEW : SKY_VERSION_QUARTER_RES];
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@ -1754,7 +1754,7 @@ void SkyRD::draw(RD::DrawListID p_draw_list, RID p_env, RID p_fb, uint32_t p_vie
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projections = &camera;
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}
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sky_transform = p_transform.basis * sky_transform;
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sky_transform = sky_transform * p_transform.basis;
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PipelineCacheRD *pipeline = &shader_data->pipelines[view_count > 1 ? SKY_VERSION_BACKGROUND_MULTIVIEW : SKY_VERSION_BACKGROUND];
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