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Move cluster builder, sdfgi and gi structures to clustered renderer, move light and probe elements into storage and reorganise our render_scene method.
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@@ -106,8 +106,6 @@ public:
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virtual Variant instance_geometry_get_shader_parameter(RID p_instance, const StringName &p_parameter) const = 0;
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virtual Variant instance_geometry_get_shader_parameter_default_value(RID p_instance, const StringName &p_parameter) const = 0;
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virtual void directional_shadow_atlas_set_size(int p_size, bool p_16_bits = true) = 0;
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/* SKY API */
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virtual RID sky_allocate() = 0;
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@@ -284,10 +282,6 @@ public:
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virtual void positional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) = 0;
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virtual void directional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) = 0;
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virtual RID shadow_atlas_create() = 0;
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virtual void shadow_atlas_set_size(RID p_atlas, int p_size, bool p_use_16_bits = true) = 0;
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virtual void shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) = 0;
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/* Render Buffers */
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virtual Ref<RenderSceneBuffers> render_buffers_create() = 0;
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