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Split out bokeh_dof and copy effects
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@@ -1115,6 +1115,7 @@ void RendererSceneGIRD::SDFGI::update_cascades() {
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void RendererSceneGIRD::SDFGI::debug_draw(const CameraMatrix &p_projection, const Transform3D &p_transform, int p_width, int p_height, RID p_render_target, RID p_texture) {
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RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
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RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
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RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton();
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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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@@ -1251,7 +1252,7 @@ void RendererSceneGIRD::SDFGI::debug_draw(const CameraMatrix &p_projection, cons
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RD::get_singleton()->compute_list_end();
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Size2 rtsize = texture_storage->render_target_get_size(p_render_target);
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storage->get_effects()->copy_to_fb_rect(p_texture, texture_storage->render_target_get_rd_framebuffer(p_render_target), Rect2(Vector2(), rtsize), true);
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copy_effects->copy_to_fb_rect(p_texture, texture_storage->render_target_get_rd_framebuffer(p_render_target), Rect2(Vector2(), rtsize), true);
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}
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void RendererSceneGIRD::SDFGI::debug_probes(RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform) {
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