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Store SSAO uniform sets per viewport
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@@ -1728,7 +1728,7 @@ void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environmen
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settings.half_screen_size = Size2i(buffer_width, buffer_height);
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settings.quarter_screen_size = Size2i(half_width, half_height);
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storage->get_effects()->generate_ssao(rb->depth_texture, p_normal_buffer, rb->ssao.depth, rb->ssao.depth_slices, rb->ssao.ao_deinterleaved, rb->ssao.ao_deinterleaved_slices, rb->ssao.ao_pong, rb->ssao.ao_pong_slices, rb->ssao.ao_final, rb->ssao.importance_map[0], rb->ssao.importance_map[1], p_projection, settings, uniform_sets_are_invalid);
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storage->get_effects()->generate_ssao(rb->depth_texture, p_normal_buffer, rb->ssao.depth, rb->ssao.depth_slices, rb->ssao.ao_deinterleaved, rb->ssao.ao_deinterleaved_slices, rb->ssao.ao_pong, rb->ssao.ao_pong_slices, rb->ssao.ao_final, rb->ssao.importance_map[0], rb->ssao.importance_map[1], p_projection, settings, uniform_sets_are_invalid, rb->ssao.downsample_uniform_set, rb->ssao.gather_uniform_set, rb->ssao.importance_map_uniform_set);
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}
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void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const RenderDataRD *p_render_data) {
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