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Combine init_gi and init_sdfgi into a single init
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@@ -1100,8 +1100,6 @@ void RendererSceneGIRD::SDFGI::update_cascades() {
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}
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void RendererSceneGIRD::SDFGI::debug_draw(const CameraMatrix &p_projection, const Transform &p_transform, int p_width, int p_height, RID p_render_target, RID p_texture) {
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// !BAS! Need to find a nicer way then adding width/height/renderbuffer/texture as parameters
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if (!debug_uniform_set.is_valid() || !RD::get_singleton()->uniform_set_is_valid(debug_uniform_set)) {
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Vector<RD::Uniform> uniforms;
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{
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@@ -2806,9 +2804,11 @@ RendererSceneGIRD::RendererSceneGIRD() {
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RendererSceneGIRD::~RendererSceneGIRD() {
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}
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void RendererSceneGIRD::init_gi(RendererStorageRD *p_storage) {
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void RendererSceneGIRD::init(RendererStorageRD *p_storage, RendererSceneSkyRD *p_sky) {
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storage = p_storage;
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/* GI */
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{
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//kinda complicated to compute the amount of slots, we try to use as many as we can
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@@ -2861,9 +2861,9 @@ void RendererSceneGIRD::init_gi(RendererStorageRD *p_storage) {
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giprobe_debug_shader_version_pipelines[i].setup(giprobe_debug_shader_version_shaders[i], RD::RENDER_PRIMITIVE_TRIANGLES, rs, RD::PipelineMultisampleState(), ds, RD::PipelineColorBlendState::create_disabled(), 0);
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}
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}
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}
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void RendererSceneGIRD::init_sdfgi(RendererSceneSkyRD *p_sky) {
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/* SDGFI */
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{
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Vector<String> preprocess_modes;
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preprocess_modes.push_back("\n#define MODE_SCROLL\n");
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