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Renaming RendererSceneRenderForward to RendererSceneRenderForwardClustered so we can introduce RendererSceneRenderForwardMobile
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@@ -11,7 +11,7 @@ if "RD_GLSL" in env["BUILDERS"]:
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env.RD_GLSL("cubemap_roughness.glsl")
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env.RD_GLSL("cubemap_downsampler.glsl")
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env.RD_GLSL("cubemap_filter.glsl")
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env.RD_GLSL("scene_forward.glsl")
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env.RD_GLSL("scene_forward_clustered.glsl")
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env.RD_GLSL("sky.glsl")
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env.RD_GLSL("tonemap.glsl")
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env.RD_GLSL("cube_to_dp.glsl")
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@@ -4,7 +4,7 @@
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VERSION_DEFINES
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#include "scene_forward_inc.glsl"
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#include "scene_forward_clustered_inc.glsl"
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/* INPUT ATTRIBS */
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@@ -327,7 +327,7 @@ VERTEX_SHADER_CODE
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VERSION_DEFINES
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#include "scene_forward_inc.glsl"
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#include "scene_forward_clustered_inc.glsl"
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/* Varyings */
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