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Optimize Mobile renderer by using FP16 explicitly.
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@@ -694,14 +694,14 @@ void SceneShaderForwardClustered::init(const String p_defines) {
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actions.renames["EYE_OFFSET"] = "eye_offset";
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//for light
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actions.renames["VIEW"] = "view";
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actions.renames["SPECULAR_AMOUNT"] = "specular_amount";
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actions.renames["LIGHT_COLOR"] = "light_color";
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actions.renames["VIEW"] = "view_highp";
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actions.renames["SPECULAR_AMOUNT"] = "specular_amount_highp";
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actions.renames["LIGHT_COLOR"] = "light_color_highp";
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actions.renames["LIGHT_IS_DIRECTIONAL"] = "is_directional";
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actions.renames["LIGHT"] = "light";
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actions.renames["ATTENUATION"] = "attenuation";
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actions.renames["DIFFUSE_LIGHT"] = "diffuse_light";
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actions.renames["SPECULAR_LIGHT"] = "specular_light";
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actions.renames["LIGHT"] = "light_highp";
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actions.renames["ATTENUATION"] = "attenuation_highp";
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actions.renames["DIFFUSE_LIGHT"] = "diffuse_light_highp";
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actions.renames["SPECULAR_LIGHT"] = "specular_light_highp";
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actions.usage_defines["NORMAL"] = "#define NORMAL_USED\n";
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actions.usage_defines["TANGENT"] = "#define TANGENT_USED\n";
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