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Proper texture reloading (was broken).
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@@ -1125,22 +1125,23 @@ void RasterizerSceneForwardRD::_add_geometry(InstanceBase *p_instance, uint32_t
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if (!material) {
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material = (MaterialData *)storage->material_get_data(default_material, RasterizerStorageRD::SHADER_TYPE_3D);
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m_src = default_material;
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}
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ERR_FAIL_COND(!material);
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_add_geometry_with_material(p_instance, p_surface, material, p_pass_mode, p_geometry_index);
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_add_geometry_with_material(p_instance, p_surface, material, m_src, p_pass_mode, p_geometry_index);
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while (material->next_pass.is_valid()) {
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material = (MaterialData *)storage->material_get_data(material->next_pass, RasterizerStorageRD::SHADER_TYPE_3D);
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if (!material || !material->shader_data->valid)
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break;
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_add_geometry_with_material(p_instance, p_surface, material, p_pass_mode, p_geometry_index);
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_add_geometry_with_material(p_instance, p_surface, material, material->next_pass, p_pass_mode, p_geometry_index);
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}
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}
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void RasterizerSceneForwardRD::_add_geometry_with_material(InstanceBase *p_instance, uint32_t p_surface, MaterialData *p_material, PassMode p_pass_mode, uint32_t p_geometry_index) {
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void RasterizerSceneForwardRD::_add_geometry_with_material(InstanceBase *p_instance, uint32_t p_surface, MaterialData *p_material, RID p_material_rid, PassMode p_pass_mode, uint32_t p_geometry_index) {
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bool has_read_screen_alpha = p_material->shader_data->uses_screen_texture || p_material->shader_data->uses_depth_texture || p_material->shader_data->uses_normal_texture;
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bool has_base_alpha = (p_material->shader_data->uses_alpha || has_read_screen_alpha);
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@@ -1195,6 +1196,10 @@ void RasterizerSceneForwardRD::_add_geometry_with_material(InstanceBase *p_insta
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e->sort_key = 0;
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if (e->material->last_pass != render_pass) {
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if (!RD::get_singleton()->uniform_set_is_valid(e->material->uniform_set)) {
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//uniform set no longer valid, probably a texture changed
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storage->material_force_update_textures(p_material_rid, RasterizerStorageRD::SHADER_TYPE_3D);
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}
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e->material->last_pass = render_pass;
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e->material->index = scene_state.current_material_index++;
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if (e->material->shader_data->last_pass != render_pass) {
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