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Implement CAMERA_VISIBLE_LAYERS as built-in shader variable
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@@ -2512,7 +2512,7 @@ void RendererSceneCull::render_camera(const Ref<RenderSceneBuffers> &p_render_bu
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} break;
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}
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camera_data.set_camera(transform, projection, is_orthogonal, vaspect, jitter);
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camera_data.set_camera(transform, projection, is_orthogonal, vaspect, jitter, camera->visible_layers);
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} else {
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// Setup our camera for our XR interface.
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// We can support multiple views here each with their own camera
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@@ -2534,7 +2534,7 @@ void RendererSceneCull::render_camera(const Ref<RenderSceneBuffers> &p_render_bu
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}
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if (view_count == 1) {
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camera_data.set_camera(transforms[0], projections[0], false, camera->vaspect, jitter);
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camera_data.set_camera(transforms[0], projections[0], false, camera->vaspect, jitter, camera->visible_layers);
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} else if (view_count == 2) {
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camera_data.set_multiview_camera(view_count, transforms, projections, false, camera->vaspect);
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} else {
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