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Fix "ortogonal" -> "orthogonal" typo in rasterizer code
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@@ -2391,7 +2391,7 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
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float bokeh_size = camfx->dof_blur_amount * 64.0;
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if (can_use_storage) {
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storage->get_effects()->bokeh_dof(buffers, camfx->dof_blur_far_enabled, camfx->dof_blur_far_distance, camfx->dof_blur_far_transition, camfx->dof_blur_near_enabled, camfx->dof_blur_near_distance, camfx->dof_blur_near_transition, bokeh_size, dof_blur_bokeh_shape, dof_blur_quality, dof_blur_use_jitter, p_render_data->z_near, p_render_data->z_far, p_render_data->cam_ortogonal);
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storage->get_effects()->bokeh_dof(buffers, camfx->dof_blur_far_enabled, camfx->dof_blur_far_distance, camfx->dof_blur_far_transition, camfx->dof_blur_near_enabled, camfx->dof_blur_near_distance, camfx->dof_blur_near_transition, bokeh_size, dof_blur_bokeh_shape, dof_blur_quality, dof_blur_use_jitter, p_render_data->z_near, p_render_data->z_far, p_render_data->cam_orthogonal);
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} else {
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// Set framebuffers.
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buffers.base_fb = rb->texture_fb;
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@@ -2406,7 +2406,7 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
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// Set weight buffers.
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buffers.base_weight_fb = rb->base_weight_fb;
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storage->get_effects()->bokeh_dof_raster(buffers, camfx->dof_blur_far_enabled, camfx->dof_blur_far_distance, camfx->dof_blur_far_transition, camfx->dof_blur_near_enabled, camfx->dof_blur_near_distance, camfx->dof_blur_near_transition, bokeh_size, dof_blur_bokeh_shape, dof_blur_quality, p_render_data->z_near, p_render_data->z_far, p_render_data->cam_ortogonal);
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storage->get_effects()->bokeh_dof_raster(buffers, camfx->dof_blur_far_enabled, camfx->dof_blur_far_distance, camfx->dof_blur_far_transition, camfx->dof_blur_near_enabled, camfx->dof_blur_near_distance, camfx->dof_blur_near_transition, bokeh_size, dof_blur_bokeh_shape, dof_blur_quality, p_render_data->z_near, p_render_data->z_far, p_render_data->cam_orthogonal);
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}
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RD::get_singleton()->draw_command_end_label();
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}
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@@ -4998,7 +4998,7 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData
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render_data.cam_transform = p_camera_data->main_transform;
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render_data.cam_projection = p_camera_data->main_projection;
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render_data.view_projection[0] = p_camera_data->main_projection;
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render_data.cam_ortogonal = p_camera_data->is_ortogonal;
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render_data.cam_orthogonal = p_camera_data->is_orthogonal;
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render_data.view_count = p_camera_data->view_count;
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for (uint32_t v = 0; v < p_camera_data->view_count; v++) {
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@@ -5327,8 +5327,8 @@ void RendererSceneRenderRD::_render_shadow_pass(RID p_light, RID p_shadow_atlas,
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}
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}
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void RendererSceneRenderRD::render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
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_render_material(p_cam_transform, p_cam_projection, p_cam_ortogonal, p_instances, p_framebuffer, p_region);
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void RendererSceneRenderRD::render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
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_render_material(p_cam_transform, p_cam_projection, p_cam_orthogonal, p_instances, p_framebuffer, p_region);
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}
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void RendererSceneRenderRD::render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<GeometryInstance *> &p_instances) {
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