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Make sure atlas rect for directional lights is calculated using floats
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@@ -2174,11 +2174,11 @@ void RenderForwardClustered::_render_shadow_pass(RID p_light, RID p_shadow_atlas
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}
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int directional_shadow_size = light_storage->directional_shadow_get_size();
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float directional_shadow_size = light_storage->directional_shadow_get_size();
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atlas_rect.position /= directional_shadow_size;
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Rect2 atlas_rect_norm = atlas_rect;
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atlas_rect.size /= directional_shadow_size;
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atlas_rect_norm.position /= directional_shadow_size;
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atlas_rect_norm.size /= directional_shadow_size;
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light_storage->light_instance_set_directional_shadow_atlas_rect(p_light, p_pass, atlas_rect);
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light_storage->light_instance_set_directional_shadow_atlas_rect(p_light, p_pass, atlas_rect_norm);
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zfar = RSG::light_storage->light_get_param(base, RS::LIGHT_PARAM_RANGE);
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zfar = RSG::light_storage->light_get_param(base, RS::LIGHT_PARAM_RANGE);
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@@ -1128,11 +1128,11 @@ void RenderForwardMobile::_render_shadow_pass(RID p_light, RID p_shadow_atlas, i
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}
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}
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}
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int directional_shadow_size = light_storage->directional_shadow_get_size();
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float directional_shadow_size = light_storage->directional_shadow_get_size();
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atlas_rect.position /= directional_shadow_size;
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Rect2 atlas_rect_norm = atlas_rect;
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atlas_rect.size /= directional_shadow_size;
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atlas_rect_norm.position /= directional_shadow_size;
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atlas_rect_norm.size /= directional_shadow_size;
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light_storage->light_instance_set_directional_shadow_atlas_rect(p_light, p_pass, atlas_rect);
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light_storage->light_instance_set_directional_shadow_atlas_rect(p_light, p_pass, atlas_rect_norm);
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zfar = RSG::light_storage->light_get_param(base, RS::LIGHT_PARAM_RANGE);
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zfar = RSG::light_storage->light_get_param(base, RS::LIGHT_PARAM_RANGE);
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