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Fix SSAO/SSIl being applied to reflection probes
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@@ -2964,11 +2964,13 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c
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Scenario *scenario = scenario_owner.get_or_null(p_scenario);
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ERR_FAIL_COND(p_render_buffers.is_null());
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render_pass++;
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scene_render->set_scene_pass(render_pass);
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if (p_render_buffers.is_valid() && p_reflection_probe.is_null()) {
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if (p_reflection_probe.is_null()) {
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//no rendering code here, this is only to set up what needs to be done, request regions, etc.
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scene_render->sdfgi_update(p_render_buffers, p_environment, p_camera_data->main_transform.origin); //update conditions for SDFGI (whether its used or not)
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}
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@@ -3050,7 +3052,7 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c
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{ //sdfgi
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cull.sdfgi.region_count = 0;
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if (p_render_buffers.is_valid() && p_reflection_probe.is_null()) {
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if (p_reflection_probe.is_null()) {
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cull.sdfgi.cascade_light_count = 0;
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uint32_t prev_cascade = 0xFFFFFFFF;
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@@ -3279,7 +3281,7 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c
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}
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}
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if (p_render_buffers.is_valid() && p_reflection_probe.is_null()) {
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if (p_reflection_probe.is_null()) {
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sdfgi_update_data.directional_lights = &directional_lights;
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sdfgi_update_data.positional_light_instances = scenario->dynamic_lights.ptr();
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sdfgi_update_data.positional_light_count = scenario->dynamic_lights.size();
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