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Introduce eye_offset for correcting stereoscopic reflections
Use view instead of vertex for reflections.
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@@ -5115,12 +5115,12 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData
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// Our first camera is used by default
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render_data.cam_transform = p_camera_data->main_transform;
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render_data.cam_projection = p_camera_data->main_projection;
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render_data.view_projection[0] = p_camera_data->main_projection;
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render_data.cam_orthogonal = p_camera_data->is_orthogonal;
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render_data.taa_jitter = p_camera_data->taa_jitter;
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render_data.view_count = p_camera_data->view_count;
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for (uint32_t v = 0; v < p_camera_data->view_count; v++) {
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render_data.view_eye_offset[v] = p_camera_data->view_offset[v].origin;
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render_data.view_projection[v] = p_camera_data->view_projection[v];
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}
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