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Split RenderDataRD struct from RenderState struct to simplify passing our render data around the renderer.
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@@ -1367,7 +1367,7 @@ void RendererSceneGIRD::SDFGI::debug_probes(RD::DrawListID p_draw_list, RID p_fr
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}
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}
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void RendererSceneGIRD::SDFGI::pre_process_gi(const Transform &p_transform, RendererSceneRenderRD *p_scene_render) {
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void RendererSceneGIRD::SDFGI::pre_process_gi(const Transform &p_transform, RenderDataRD *p_render_data, RendererSceneRenderRD *p_scene_render) {
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/* Update general SDFGI Buffer */
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SDFGIData sdfgi_data;
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