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Use render pass uniform set to store viewport samplers.
This fixes a bugs where per-viewport samplers were being used for internal texture fetches (probes, sky, etc.). This also fixes a bug when using multiple viewports in the same scene. This also fixes a bug where the texture bias would override the bias from 3D scale.
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@@ -881,9 +881,7 @@ void RendererViewport::viewport_set_fsr_sharpness(RID p_viewport, float p_sharpn
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ERR_FAIL_NULL(viewport);
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viewport->fsr_sharpness = p_sharpness;
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if (viewport->render_buffers.is_valid()) {
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viewport->render_buffers->set_fsr_sharpness(p_sharpness);
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}
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_configure_3d_render_buffers(viewport);
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}
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void RendererViewport::viewport_set_texture_mipmap_bias(RID p_viewport, float p_mipmap_bias) {
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@@ -891,9 +889,7 @@ void RendererViewport::viewport_set_texture_mipmap_bias(RID p_viewport, float p_
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ERR_FAIL_NULL(viewport);
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viewport->texture_mipmap_bias = p_mipmap_bias;
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if (viewport->render_buffers.is_valid()) {
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viewport->render_buffers->set_texture_mipmap_bias(p_mipmap_bias);
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}
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_configure_3d_render_buffers(viewport);
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}
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void RendererViewport::viewport_set_scaling_3d_scale(RID p_viewport, float p_scaling_3d_scale) {
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@@ -1263,9 +1259,7 @@ void RendererViewport::viewport_set_use_debanding(RID p_viewport, bool p_use_deb
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return;
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}
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viewport->use_debanding = p_use_debanding;
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if (viewport->render_buffers.is_valid()) {
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viewport->render_buffers->set_use_debanding(p_use_debanding);
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}
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_configure_3d_render_buffers(viewport);
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}
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void RendererViewport::viewport_set_use_occlusion_culling(RID p_viewport, bool p_use_occlusion_culling) {
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