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Ensure Sky with custom fov has correction matrix applied to it in RD renderers
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@@ -1187,6 +1187,17 @@ void SkyRD::setup_sky(const RenderDataRD *p_render_data, const Size2i p_screen_s
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projection[2].y = -projection[2].y;
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}
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float custom_fov = RendererSceneRenderRD::get_singleton()->environment_get_sky_custom_fov(p_render_data->environment);
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if (custom_fov && sky_scene_state.view_count == 1) {
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// With custom fov we don't support stereo...
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float near_plane = projection.get_z_near();
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float far_plane = projection.get_z_far();
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float aspect = projection.get_aspect();
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projection.set_perspective(custom_fov, aspect, near_plane, far_plane);
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}
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sky_scene_state.cam_projection = correction * projection;
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// Our info in our UBO is only used if we're rendering stereo.
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@@ -1450,20 +1461,9 @@ void SkyRD::update_res_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, RID p
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Basis sky_transform = RendererSceneRenderRD::get_singleton()->environment_get_sky_orientation(p_env);
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sky_transform.invert();
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float custom_fov = RendererSceneRenderRD::get_singleton()->environment_get_sky_custom_fov(p_env);
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// Camera
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Projection projection = sky_scene_state.cam_projection;
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if (custom_fov && sky_scene_state.view_count == 1) {
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// With custom fov we don't support stereo...
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float near_plane = projection.get_z_near();
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float far_plane = projection.get_z_far();
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float aspect = projection.get_aspect();
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projection.set_perspective(custom_fov, aspect, near_plane, far_plane);
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}
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sky_transform = sky_transform * sky_scene_state.cam_transform.basis;
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if (shader_data->uses_quarter_res) {
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@@ -1551,20 +1551,9 @@ void SkyRD::draw_sky(RD::DrawListID p_draw_list, Ref<RenderSceneBuffersRD> p_ren
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Basis sky_transform = RendererSceneRenderRD::get_singleton()->environment_get_sky_orientation(p_env);
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sky_transform.invert();
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float custom_fov = RendererSceneRenderRD::get_singleton()->environment_get_sky_custom_fov(p_env);
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// Camera
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Projection projection = sky_scene_state.cam_projection;
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if (custom_fov && sky_scene_state.view_count == 1) {
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// With custom fov we don't support stereo...
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float near_plane = projection.get_z_near();
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float far_plane = projection.get_z_far();
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float aspect = projection.get_aspect();
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projection.set_perspective(custom_fov, aspect, near_plane, far_plane);
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}
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sky_transform = sky_transform * sky_scene_state.cam_transform.basis;
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PipelineCacheRD *pipeline = &shader_data->pipelines[sky_scene_state.view_count > 1 ? SKY_VERSION_BACKGROUND_MULTIVIEW : SKY_VERSION_BACKGROUND];
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