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Always send lights to sky shader if using sun scatter
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@@ -684,7 +684,7 @@ void RasterizerSceneGLES3::_setup_sky(const RenderDataGLES3 *p_render_data, cons
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}
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glBindBufferBase(GL_UNIFORM_BUFFER, SKY_DIRECTIONAL_LIGHT_UNIFORM_LOCATION, sky_globals.directional_light_buffer);
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if (shader_data->uses_light) {
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if (shader_data->uses_light || (environment_get_fog_enabled(p_render_data->environment) && environment_get_fog_sun_scatter(p_render_data->environment) > 0.001)) {
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sky_globals.directional_light_count = 0;
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for (int i = 0; i < (int)p_lights.size(); i++) {
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GLES3::LightInstance *li = GLES3::LightStorage::get_singleton()->get_light_instance(p_lights[i]);
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@@ -1065,7 +1065,7 @@ void SkyRD::setup_sky(const RenderDataRD *p_render_data, const Size2i p_screen_s
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}
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sky_scene_state.ubo.directional_light_count = 0;
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if (shader_data->uses_light) {
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if (shader_data->uses_light || (RendererSceneRenderRD::get_singleton()->environment_get_fog_enabled(p_render_data->environment) && RendererSceneRenderRD::get_singleton()->environment_get_fog_sun_scatter(p_render_data->environment) > 0.001)) {
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const PagedArray<RID> &lights = *p_render_data->lights;
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// Run through the list of lights in the scene and pick out the Directional Lights.
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// This can't be done in RenderSceneRenderRD::_setup lights because that needs to be called
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