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Merge canvas and decal into TextureStorage and add render target
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@@ -30,8 +30,8 @@
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#include "render_forward_clustered.h"
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#include "core/config/project_settings.h"
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#include "servers/rendering/renderer_rd/storage_rd/decal_atlas_storage.h"
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#include "servers/rendering/renderer_rd/storage_rd/mesh_storage.h"
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#include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
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#include "servers/rendering/renderer_rd/uniform_set_cache_rd.h"
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#include "servers/rendering/rendering_device.h"
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#include "servers/rendering/rendering_server_default.h"
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@@ -2167,7 +2167,7 @@ void RenderForwardClustered::_update_render_base_uniform_set() {
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RD::Uniform u;
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u.binding = 11;
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u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
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RID decal_atlas = RendererRD::DecalAtlasStorage::get_singleton()->decal_atlas_get_texture();
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RID decal_atlas = RendererRD::TextureStorage::get_singleton()->decal_atlas_get_texture();
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u.append_id(decal_atlas);
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uniforms.push_back(u);
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}
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@@ -2175,7 +2175,7 @@ void RenderForwardClustered::_update_render_base_uniform_set() {
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RD::Uniform u;
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u.binding = 12;
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u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
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RID decal_atlas = RendererRD::DecalAtlasStorage::get_singleton()->decal_atlas_get_texture_srgb();
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RID decal_atlas = RendererRD::TextureStorage::get_singleton()->decal_atlas_get_texture_srgb();
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u.append_id(decal_atlas);
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uniforms.push_back(u);
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}
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