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Rename Projection matrix to columns
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@@ -1627,7 +1627,7 @@ void RendererCanvasRenderRD::light_update_shadow(RID p_rid, int p_shadow_index,
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ShadowRenderPushConstant push_constant;
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for (int y = 0; y < 4; y++) {
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for (int x = 0; x < 4; x++) {
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push_constant.projection[y * 4 + x] = projection.matrix[y][x];
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push_constant.projection[y * 4 + x] = projection.columns[y][x];
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}
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}
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static const Vector2 directions[4] = { Vector2(1, 0), Vector2(0, 1), Vector2(-1, 0), Vector2(0, -1) };
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@@ -1702,7 +1702,7 @@ void RendererCanvasRenderRD::light_update_directional_shadow(RID p_rid, int p_sh
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ShadowRenderPushConstant push_constant;
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for (int y = 0; y < 4; y++) {
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for (int x = 0; x < 4; x++) {
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push_constant.projection[y * 4 + x] = projection.matrix[y][x];
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push_constant.projection[y * 4 + x] = projection.columns[y][x];
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}
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}
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@@ -1770,7 +1770,7 @@ void RendererCanvasRenderRD::render_sdf(RID p_render_target, LightOccluderInstan
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ShadowRenderPushConstant push_constant;
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for (int y = 0; y < 4; y++) {
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for (int x = 0; x < 4; x++) {
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push_constant.projection[y * 4 + x] = projection.matrix[y][x];
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push_constant.projection[y * 4 + x] = projection.columns[y][x];
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}
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}
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