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Fix wrong indexes for double precision
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@@ -795,12 +795,12 @@ void RenderForwardClustered::_fill_instance_data(RenderListType p_render_list, i
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#ifdef REAL_T_IS_DOUBLE
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// Split the origin into two components, the float approximation and the missing precision.
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// In the shader we will combine these back together to restore the lost precision.
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RendererRD::MaterialStorage::split_double(inst->transform.origin.x, &instance_data.transform[12], &instance_data.model_precision[0]);
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RendererRD::MaterialStorage::split_double(inst->transform.origin.y, &instance_data.transform[13], &instance_data.model_precision[1]);
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RendererRD::MaterialStorage::split_double(inst->transform.origin.z, &instance_data.transform[14], &instance_data.model_precision[2]);
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RendererRD::MaterialStorage::split_double(inst->prev_transform.origin.x, &instance_data.prev_transform[12], &instance_data.prev_model_precision[0]);
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RendererRD::MaterialStorage::split_double(inst->prev_transform.origin.y, &instance_data.prev_transform[13], &instance_data.prev_model_precision[1]);
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RendererRD::MaterialStorage::split_double(inst->prev_transform.origin.z, &instance_data.prev_transform[14], &instance_data.prev_model_precision[2]);
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RendererRD::MaterialStorage::split_double(inst->transform.origin.x, &instance_data.transform[3], &instance_data.model_precision[0]);
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RendererRD::MaterialStorage::split_double(inst->transform.origin.y, &instance_data.transform[7], &instance_data.model_precision[1]);
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RendererRD::MaterialStorage::split_double(inst->transform.origin.z, &instance_data.transform[11], &instance_data.model_precision[2]);
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RendererRD::MaterialStorage::split_double(inst->prev_transform.origin.x, &instance_data.prev_transform[3], &instance_data.prev_model_precision[0]);
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RendererRD::MaterialStorage::split_double(inst->prev_transform.origin.y, &instance_data.prev_transform[7], &instance_data.prev_model_precision[1]);
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RendererRD::MaterialStorage::split_double(inst->prev_transform.origin.z, &instance_data.prev_transform[11], &instance_data.prev_model_precision[2]);
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#endif
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} else {
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RendererRD::MaterialStorage::store_transform_transposed_3x4(Transform3D(), instance_data.transform);
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@@ -1946,12 +1946,12 @@ void RenderForwardMobile::_fill_instance_data(RenderListType p_render_list, uint
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#ifdef REAL_T_IS_DOUBLE
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// Split the origin into two components, the float approximation and the missing precision.
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// In the shader we will combine these back together to restore the lost precision.
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RendererRD::MaterialStorage::split_double(inst->transform.origin.x, &instance_data.transform[12], &instance_data.model_precision[0]);
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RendererRD::MaterialStorage::split_double(inst->transform.origin.y, &instance_data.transform[13], &instance_data.model_precision[1]);
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RendererRD::MaterialStorage::split_double(inst->transform.origin.z, &instance_data.transform[14], &instance_data.model_precision[2]);
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RendererRD::MaterialStorage::split_double(inst->prev_transform.origin.x, &instance_data.prev_transform[12], &instance_data.prev_model_precision[0]);
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RendererRD::MaterialStorage::split_double(inst->prev_transform.origin.y, &instance_data.prev_transform[13], &instance_data.prev_model_precision[1]);
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RendererRD::MaterialStorage::split_double(inst->prev_transform.origin.z, &instance_data.prev_transform[14], &instance_data.prev_model_precision[2]);
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RendererRD::MaterialStorage::split_double(inst->transform.origin.x, &instance_data.transform[3], &instance_data.model_precision[0]);
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RendererRD::MaterialStorage::split_double(inst->transform.origin.y, &instance_data.transform[7], &instance_data.model_precision[1]);
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RendererRD::MaterialStorage::split_double(inst->transform.origin.z, &instance_data.transform[11], &instance_data.model_precision[2]);
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RendererRD::MaterialStorage::split_double(inst->prev_transform.origin.x, &instance_data.prev_transform[3], &instance_data.prev_model_precision[0]);
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RendererRD::MaterialStorage::split_double(inst->prev_transform.origin.y, &instance_data.prev_transform[7], &instance_data.prev_model_precision[1]);
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RendererRD::MaterialStorage::split_double(inst->prev_transform.origin.z, &instance_data.prev_transform[11], &instance_data.prev_model_precision[2]);
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#endif
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} else {
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RendererRD::MaterialStorage::store_transform_transposed_3x4(Transform3D(), instance_data.transform);
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@@ -91,9 +91,9 @@ void RenderSceneDataRD::update_ubo(RID p_uniform_buffer, RS::ViewportDebugDraw p
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RendererRD::MaterialStorage::store_transform_transposed_3x4(cam_transform.affine_inverse(), ubo.view_matrix);
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#ifdef REAL_T_IS_DOUBLE
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RendererRD::MaterialStorage::split_double(-cam_transform.origin.x, &ubo.inv_view_matrix[12], &ubo.inv_view_precision[0]);
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RendererRD::MaterialStorage::split_double(-cam_transform.origin.y, &ubo.inv_view_matrix[13], &ubo.inv_view_precision[1]);
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RendererRD::MaterialStorage::split_double(-cam_transform.origin.z, &ubo.inv_view_matrix[14], &ubo.inv_view_precision[2]);
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RendererRD::MaterialStorage::split_double(-cam_transform.origin.x, &ubo.inv_view_matrix[3], &ubo.inv_view_precision[0]);
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RendererRD::MaterialStorage::split_double(-cam_transform.origin.y, &ubo.inv_view_matrix[7], &ubo.inv_view_precision[1]);
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RendererRD::MaterialStorage::split_double(-cam_transform.origin.z, &ubo.inv_view_matrix[11], &ubo.inv_view_precision[2]);
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#endif
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for (uint32_t v = 0; v < view_count; v++) {
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@@ -270,9 +270,9 @@ void RenderSceneDataRD::update_ubo(RID p_uniform_buffer, RS::ViewportDebugDraw p
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RendererRD::MaterialStorage::store_transform_transposed_3x4(prev_cam_transform.affine_inverse(), prev_ubo.view_matrix);
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#ifdef REAL_T_IS_DOUBLE
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RendererRD::MaterialStorage::split_double(-prev_cam_transform.origin.x, &prev_ubo.inv_view_matrix[12], &prev_ubo.inv_view_precision[0]);
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RendererRD::MaterialStorage::split_double(-prev_cam_transform.origin.y, &prev_ubo.inv_view_matrix[13], &prev_ubo.inv_view_precision[1]);
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RendererRD::MaterialStorage::split_double(-prev_cam_transform.origin.z, &prev_ubo.inv_view_matrix[14], &prev_ubo.inv_view_precision[2]);
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RendererRD::MaterialStorage::split_double(-prev_cam_transform.origin.x, &prev_ubo.inv_view_matrix[3], &prev_ubo.inv_view_precision[0]);
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RendererRD::MaterialStorage::split_double(-prev_cam_transform.origin.y, &prev_ubo.inv_view_matrix[7], &prev_ubo.inv_view_precision[1]);
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RendererRD::MaterialStorage::split_double(-prev_cam_transform.origin.z, &prev_ubo.inv_view_matrix[11], &prev_ubo.inv_view_precision[2]);
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#endif
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for (uint32_t v = 0; v < view_count; v++) {
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