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Refactored 2D shader and lighting system
-Removed normal/specular properties from nodes -Create CanvasTexture, which can contain normal/specular channels -Refactored, optimized and simplified 2D shaders -Use atlas for light textures. -Use a shadow atlas for shadow textures. -Use both items aboves to make light rendering stateless (faster). -Reorganized uniform sets for more efficiency.
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@@ -8334,8 +8334,8 @@ RasterizerSceneRD::RasterizerSceneRD(RasterizerStorageRD *p_storage) {
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{
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RD::SamplerState sampler;
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sampler.mag_filter = RD::SAMPLER_FILTER_LINEAR;
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sampler.min_filter = RD::SAMPLER_FILTER_LINEAR;
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sampler.mag_filter = RD::SAMPLER_FILTER_NEAREST;
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sampler.min_filter = RD::SAMPLER_FILTER_NEAREST;
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sampler.enable_compare = true;
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sampler.compare_op = RD::COMPARE_OP_LESS;
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shadow_sampler = RD::get_singleton()->sampler_create(sampler);
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