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Implement CAMERA_VISIBLE_LAYERS as built-in shader variable
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@@ -1078,6 +1078,7 @@ void RendererSceneRenderRD::render_scene(const Ref<RenderSceneBuffers> &p_render
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scene_data.cam_transform = p_camera_data->main_transform;
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scene_data.cam_projection = p_camera_data->main_projection;
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scene_data.cam_orthogonal = p_camera_data->is_orthogonal;
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scene_data.camera_visible_layers = p_camera_data->visible_layers;
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scene_data.taa_jitter = p_camera_data->taa_jitter;
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scene_data.view_count = p_camera_data->view_count;
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