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Enable the use of all builtins on the light shader
When using the light process in spatial shader, the built-ins work as spected, now they work in forward+, mobile and compatibility renderer.
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@@ -557,7 +557,7 @@ void SceneShaderForwardClustered::init(const String p_defines) {
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actions.renames["MODEL_MATRIX"] = "read_model_matrix";
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actions.renames["MODEL_NORMAL_MATRIX"] = "model_normal_matrix";
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actions.renames["VIEW_MATRIX"] = "scene_data.view_matrix";
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actions.renames["VIEW_MATRIX"] = "read_view_matrix";
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actions.renames["INV_VIEW_MATRIX"] = "inv_view_matrix";
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actions.renames["PROJECTION_MATRIX"] = "projection_matrix";
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actions.renames["INV_PROJECTION_MATRIX"] = "inv_projection_matrix";
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@@ -588,7 +588,7 @@ void SceneShaderForwardClustered::init(const String p_defines) {
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actions.renames["PI"] = _MKSTR(Math_PI);
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actions.renames["TAU"] = _MKSTR(Math_TAU);
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actions.renames["E"] = _MKSTR(Math_E);
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actions.renames["VIEWPORT_SIZE"] = "scene_data.viewport_size";
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actions.renames["VIEWPORT_SIZE"] = "read_viewport_size";
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actions.renames["FRAGCOORD"] = "gl_FragCoord";
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actions.renames["FRONT_FACING"] = "gl_FrontFacing";
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