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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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@@ -343,6 +343,8 @@ void vertex_shader(in uint instance_index, in bool is_multimesh, in uint multime
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mat4 modelview = scene_data.view_matrix * model_matrix;
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mat3 modelview_normal = mat3(scene_data.view_matrix) * model_normal_matrix;
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mat4 read_view_matrix = scene_data.view_matrix;
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vec2 read_viewport_size = scene_data.viewport_size;
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{
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#CODE : VERTEX
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@@ -823,7 +825,8 @@ void fragment_shader(in SceneData scene_data) {
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inv_view_matrix[1][3] = 0.0;
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inv_view_matrix[2][3] = 0.0;
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#endif
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mat4 read_view_matrix = scene_data.view_matrix;
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vec2 read_viewport_size = scene_data.viewport_size;
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{
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#CODE : FRAGMENT
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}
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