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Fix occlusion culling jitter
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@ -536,8 +536,6 @@ Projection RaycastOcclusionCull::_jitter_projection(const Projection &p_cam_proj
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return p_cam_projection;
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}
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Projection p = p_cam_projection;
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int32_t frame = Engine::get_singleton()->get_frames_drawn();
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frame %= 9;
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@ -577,11 +575,11 @@ Projection RaycastOcclusionCull::_jitter_projection(const Projection &p_cam_proj
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// Higher divergence gives fewer false hidden, but more false shown.
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// False hidden is obvious to viewer, false shown is not.
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// False shown can lower percentage that are occluded, and therefore performance.
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jitter *= Vector2(1 / (float)p_viewport_size.x, 1 / (float)p_viewport_size.y) * 0.05f;
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jitter *= Vector2(1 / (float)p_viewport_size.x, 1 / (float)p_viewport_size.y) * 0.9f;
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p.add_jitter_offset(jitter);
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return p;
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Projection correction;
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correction.add_jitter_offset(jitter);
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return correction * p_cam_projection;
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}
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void RaycastOcclusionCull::buffer_update(RID p_buffer, const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal) {
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