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Draw frustum splices ontop of direction shadow atlas for debug purposes
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@@ -37,6 +37,7 @@
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#include "servers/rendering/renderer_rd/cluster_builder_rd.h"
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#include "servers/rendering/renderer_rd/effects/bokeh_dof.h"
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#include "servers/rendering/renderer_rd/effects/copy_effects.h"
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#include "servers/rendering/renderer_rd/effects/debug_effects.h"
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#include "servers/rendering/renderer_rd/effects/fsr.h"
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#include "servers/rendering/renderer_rd/effects/luminance.h"
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#include "servers/rendering/renderer_rd/effects/tone_mapper.h"
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@@ -106,6 +107,7 @@ protected:
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RendererRD::ForwardIDStorage *forward_id_storage = nullptr;
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RendererRD::BokehDOF *bokeh_dof = nullptr;
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RendererRD::CopyEffects *copy_effects = nullptr;
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RendererRD::DebugEffects *debug_effects = nullptr;
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RendererRD::Luminance *luminance = nullptr;
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RendererRD::ToneMapper *tone_mapper = nullptr;
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RendererRD::FSR *fsr = nullptr;
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@@ -128,7 +130,7 @@ protected:
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virtual void setup_render_buffer_data(Ref<RenderSceneBuffersRD> p_render_buffers) = 0;
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virtual void _render_scene(RenderDataRD *p_render_data, const Color &p_default_color) = 0;
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virtual void _render_buffers_debug_draw(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_shadow_atlas, RID p_occlusion_buffer);
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virtual void _render_buffers_debug_draw(const RenderDataRD *p_render_data);
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virtual void _render_material(const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region, float p_exposure_normalization) = 0;
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virtual void _render_uv2(const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) = 0;
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