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Fix a few improper memory accesses in the clustered forward vertex shader
draw_call.instance_index should not be used directly since it doesn't take into account auto-batching scene_data_block.data should not be used directly in the vertex shader since it can change between frames and impact motion vector generation IN_SHADOW_PASS can only be accessed inside functions, so it needs to be a global and not a constant
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@@ -599,11 +599,11 @@ void vertex_shader(vec3 vertex_input,
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vec3 directional_specular = vec3(0.0);
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for (uint i = 0; i < scene_data.directional_light_count; i++) {
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if (!bool(directional_lights.data[i].mask & instances.data[draw_call.instance_index].layer_mask)) {
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if (!bool(directional_lights.data[i].mask & instances.data[instance_index].layer_mask)) {
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continue; // Not masked, skip.
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}
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if (directional_lights.data[i].bake_mode == LIGHT_BAKE_STATIC && bool(instances.data[draw_call.instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP)) {
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if (directional_lights.data[i].bake_mode == LIGHT_BAKE_STATIC && bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP)) {
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continue; // Statically baked light and object uses lightmap, skip.
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}
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if (i == 0) {
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@@ -669,7 +669,7 @@ void vertex_shader(vec3 vertex_input,
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#endif
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#ifdef Z_CLIP_SCALE_USED
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if (!bool(scene_data_block.data.flags & SCENE_DATA_FLAGS_IN_SHADOW_PASS)) {
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if (!bool(scene_data.flags & SCENE_DATA_FLAGS_IN_SHADOW_PASS)) {
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gl_Position.z = mix(gl_Position.w, gl_Position.z, z_clip_scale);
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}
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#endif
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@@ -76,12 +76,12 @@ ShaderTypes::ShaderTypes() {
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shader_modes[RS::SHADER_SPATIAL].functions["global"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
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shader_modes[RS::SHADER_SPATIAL].functions["global"].built_ins["EXPOSURE"] = constt(ShaderLanguage::TYPE_FLOAT);
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shader_modes[RS::SHADER_SPATIAL].functions["global"].built_ins["IN_SHADOW_PASS"] = constt(ShaderLanguage::TYPE_BOOL);
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shader_modes[RS::SHADER_SPATIAL].functions["constants"].built_ins["PI"] = constvt(ShaderLanguage::TYPE_FLOAT, { pi_scalar });
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shader_modes[RS::SHADER_SPATIAL].functions["constants"].built_ins["TAU"] = constvt(ShaderLanguage::TYPE_FLOAT, { tau_scalar });
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shader_modes[RS::SHADER_SPATIAL].functions["constants"].built_ins["E"] = constvt(ShaderLanguage::TYPE_FLOAT, { e_scalar });
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shader_modes[RS::SHADER_SPATIAL].functions["constants"].built_ins["OUTPUT_IS_SRGB"] = constt(ShaderLanguage::TYPE_BOOL);
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shader_modes[RS::SHADER_SPATIAL].functions["constants"].built_ins["CLIP_SPACE_FAR"] = constt(ShaderLanguage::TYPE_FLOAT);
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shader_modes[RS::SHADER_SPATIAL].functions["constants"].built_ins["IN_SHADOW_PASS"] = constt(ShaderLanguage::TYPE_BOOL);
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shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["VERTEX"] = ShaderLanguage::TYPE_VEC3;
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shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["NORMAL"] = ShaderLanguage::TYPE_VEC3;
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