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Use the original canvas to calculate light positioning
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@@ -349,7 +349,7 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport) {
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Transform2D scale;
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scale.scale(cl->rect_cache.size);
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scale.columns[2] = cl->rect_cache.position;
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cl->light_shader_xform = cl->xform * scale;
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cl->light_shader_xform = xf * cl->xform * scale;
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if (cl->use_shadow) {
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cl->shadows_next_ptr = lights_with_shadow;
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if (lights_with_shadow == nullptr) {
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