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Allow SCREEN_UV to be used in light function of spatial shader
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@@ -1591,7 +1591,7 @@ void main() {
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light_compute(normal, directional_lights.data[i].direction, view, size_A,
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directional_lights.data[i].color * directional_lights.data[i].energy * tint,
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true, shadow, f0, orms, 1.0, albedo, alpha,
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true, shadow, f0, orms, 1.0, albedo, alpha, screen_uv,
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#ifdef LIGHT_BACKLIGHT_USED
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backlight,
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#endif
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@@ -1628,7 +1628,7 @@ void main() {
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shadow = blur_shadow(shadow);
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// Fragment lighting
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light_process_omni(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow, albedo, alpha,
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light_process_omni(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow, albedo, alpha, screen_uv,
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#ifdef LIGHT_BACKLIGHT_USED
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backlight,
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#endif
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@@ -1661,7 +1661,7 @@ void main() {
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shadow = blur_shadow(shadow);
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light_process_spot(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow, albedo, alpha,
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light_process_spot(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow, albedo, alpha, screen_uv,
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#ifdef LIGHT_BACKLIGHT_USED
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backlight,
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#endif
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