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Extract global variable, shader and material storage
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@@ -41,7 +41,6 @@
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#include "servers/rendering/renderer_rd/renderer_storage_rd.h"
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#include "servers/rendering/renderer_rd/shaders/volumetric_fog.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl.gen.h"
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#include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
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#include "servers/rendering/renderer_scene.h"
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#include "servers/rendering/renderer_scene_render.h"
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#include "servers/rendering/rendering_device.h"
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@@ -93,7 +92,6 @@ class RendererSceneRenderRD : public RendererSceneRender {
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friend RendererSceneGIRD;
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protected:
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RendererRD::TextureStorage *texture_storage;
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RendererStorageRD *storage;
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double time;
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double time_step = 0;
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@@ -909,7 +907,7 @@ private:
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void _volumetric_fog_erase(RenderBuffers *rb);
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void _update_volumetric_fog(RID p_render_buffers, RID p_environment, const CameraMatrix &p_cam_projection, const Transform3D &p_cam_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_voxel_gi_count, const PagedArray<RID> &p_fog_volumes);
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struct FogShaderData : public RendererStorageRD::ShaderData {
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struct FogShaderData : public RendererRD::ShaderData {
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bool valid;
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RID version;
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@@ -929,7 +927,7 @@ private:
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virtual void set_code(const String &p_Code);
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virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index);
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virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
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virtual void get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const;
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virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const;
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virtual bool is_param_texture(const StringName &p_param) const;
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virtual bool is_animated() const;
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virtual bool casts_shadows() const;
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@@ -939,7 +937,7 @@ private:
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virtual ~FogShaderData();
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};
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struct FogMaterialData : public RendererStorageRD::MaterialData {
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struct FogMaterialData : public RendererRD::MaterialData {
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FogShaderData *shader_data;
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RID uniform_set;
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bool uniform_set_updated;
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@@ -950,11 +948,11 @@ private:
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virtual ~FogMaterialData();
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};
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RendererStorageRD::ShaderData *_create_fog_shader_func();
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static RendererStorageRD::ShaderData *_create_fog_shader_funcs();
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RendererRD::ShaderData *_create_fog_shader_func();
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static RendererRD::ShaderData *_create_fog_shader_funcs();
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RendererStorageRD::MaterialData *_create_fog_material_func(FogShaderData *p_shader);
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static RendererStorageRD::MaterialData *_create_fog_material_funcs(RendererStorageRD::ShaderData *p_shader);
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RendererRD::MaterialData *_create_fog_material_func(FogShaderData *p_shader);
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static RendererRD::MaterialData *_create_fog_material_funcs(RendererRD::ShaderData *p_shader);
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RID shadow_sampler;
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