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Implement CAMERA_VISIBLE_LAYERS as built-in shader variable

This commit is contained in:
NumbuhFour
2022-10-12 19:33:06 -07:00
parent 015dc492de
commit 1b09fd5410
16 changed files with 40 additions and 10 deletions

View File

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