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Merge pull request #107740 from Kaleb-Reid/compat-directional-shadow-scatter
Apply sun scatter from lights with shadows in compatibility
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@@ -1499,6 +1499,9 @@ void RasterizerSceneGLES3::_setup_environment(const RenderDataGLES3 *p_render_da
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// Only render the lights without shadows in the base pass.
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scene_state.data.directional_light_count = p_render_data->directional_light_count - p_render_data->directional_shadow_count;
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// Lights with shadows still need to be applied to fog sun scatter.
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scene_state.data.directional_shadow_count = p_render_data->directional_shadow_count;
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scene_state.data.z_far = p_render_data->z_far;
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scene_state.data.z_near = p_render_data->z_near;
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@@ -3363,6 +3366,10 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
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} else {
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spec_constants |= SceneShaderGLES3::DISABLE_LIGHTMAP;
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}
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if (p_render_data->directional_light_count > 0 && is_environment(p_render_data->environment) && environment_get_fog_sun_scatter(p_render_data->environment) > 0.001) {
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spec_constants |= SceneShaderGLES3::USE_SUN_SCATTER;
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}
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}
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} else {
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// Only base pass uses the radiance map.
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