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Use RenderBuffer size instead of half extents for VIEWPORT_SIZE in Vulkan spatial shaders
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@ -1256,9 +1256,8 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
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//scene_state.ubo.subsurface_scatter_width = subsurface_scatter_size;
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Vector2 vp_he = p_render_data->cam_projection.get_viewport_half_extents();
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scene_state.ubo.viewport_size[0] = vp_he.x;
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scene_state.ubo.viewport_size[1] = vp_he.y;
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scene_state.ubo.viewport_size[0] = render_buffer->width;
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scene_state.ubo.viewport_size[1] = render_buffer->height;
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scene_state.ubo.directional_light_count = 0;
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scene_state.ubo.opaque_prepass_threshold = 0.99f;
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@ -485,9 +485,8 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
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RENDER_TIMESTAMP("Setup 3D Scene");
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Vector2 vp_he = p_render_data->cam_projection.get_viewport_half_extents();
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scene_state.ubo.viewport_size[0] = vp_he.x;
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scene_state.ubo.viewport_size[1] = vp_he.y;
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scene_state.ubo.viewport_size[0] = render_buffer->width;
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scene_state.ubo.viewport_size[1] = render_buffer->height;
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scene_state.ubo.directional_light_count = 0;
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scene_state.ubo.opaque_prepass_threshold = 0.0;
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