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Fixing issues with SSIL artifacts
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@@ -151,11 +151,11 @@ void RenderSceneBuffersRD::configure(RID p_render_target, const Size2i p_interna
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uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
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if (msaa_3d == RS::VIEWPORT_MSAA_DISABLED) {
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format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D24_UNORM_S8_UINT, (RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT)) ? RD::DATA_FORMAT_D24_UNORM_S8_UINT : RD::DATA_FORMAT_D32_SFLOAT_S8_UINT;
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usage_bits |= RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
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format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D24_UNORM_S8_UINT, usage_bits) ? RD::DATA_FORMAT_D24_UNORM_S8_UINT : RD::DATA_FORMAT_D32_SFLOAT_S8_UINT;
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} else {
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format = RD::DATA_FORMAT_R32_SFLOAT;
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usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
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usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | (can_be_storage ? RD::TEXTURE_USAGE_STORAGE_BIT : 0);
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}
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create_texture(RB_SCOPE_BUFFERS, RB_TEX_DEPTH, format, usage_bits);
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