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Fixed MSAA initialisation in clustered forward renderer
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@ -124,7 +124,7 @@ void RenderForwardClustered::RenderBufferDataForwardClustered::configure(RenderS
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render_buffers = p_render_buffers;
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render_buffers = p_render_buffers;
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ERR_FAIL_NULL(render_buffers);
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ERR_FAIL_NULL(render_buffers);
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bool msaa_3d = render_buffers->get_msaa_3d();
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RS::ViewportMSAA msaa_3d = render_buffers->get_msaa_3d();
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if (msaa_3d != RS::VIEWPORT_MSAA_DISABLED) {
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if (msaa_3d != RS::VIEWPORT_MSAA_DISABLED) {
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RD::DataFormat format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
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RD::DataFormat format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
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@ -535,7 +535,9 @@ void RenderSceneBuffersRD::ensure_velocity() {
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RD::TEXTURE_SAMPLES_8,
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RD::TEXTURE_SAMPLES_8,
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};
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};
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create_texture(RB_SCOPE_BUFFERS, RB_TEX_VELOCITY_MSAA, RD::DATA_FORMAT_R16G16_SFLOAT, msaa_usage_bits, ts[msaa_3d]);
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RD::TextureSamples texture_samples = ts[msaa_3d];
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create_texture(RB_SCOPE_BUFFERS, RB_TEX_VELOCITY_MSAA, RD::DATA_FORMAT_R16G16_SFLOAT, msaa_usage_bits, texture_samples);
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}
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}
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create_texture(RB_SCOPE_BUFFERS, RB_TEX_VELOCITY, RD::DATA_FORMAT_R16G16_SFLOAT, usage_bits);
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create_texture(RB_SCOPE_BUFFERS, RB_TEX_VELOCITY, RD::DATA_FORMAT_R16G16_SFLOAT, usage_bits);
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