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Use prefiltered radiance
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@@ -2040,7 +2040,7 @@ void EffectsRD::cubemap_roughness(RID p_source_rd_texture, RID p_dest_texture, u
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RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
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RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, roughness.compute_pipeline);
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RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_rd_texture), 0);
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RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_rd_texture, true), 0);
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RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_texture), 1);
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RD::get_singleton()->compute_list_set_push_constant(compute_list, &roughness.push_constant, sizeof(CubemapRoughnessPushConstant));
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