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https://github.com/Redot-Engine/redot-engine.git
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Implement CAMERA_VISIBLE_LAYERS as built-in shader variable
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@@ -33,7 +33,7 @@
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/////////////////////////////////////////////////////////////////////////////
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// CameraData
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void RendererSceneRender::CameraData::set_camera(const Transform3D p_transform, const Projection p_projection, bool p_is_orthogonal, bool p_vaspect, const Vector2 &p_taa_jitter) {
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void RendererSceneRender::CameraData::set_camera(const Transform3D p_transform, const Projection p_projection, bool p_is_orthogonal, bool p_vaspect, const Vector2 &p_taa_jitter, const uint32_t p_visible_layers) {
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view_count = 1;
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is_orthogonal = p_is_orthogonal;
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vaspect = p_vaspect;
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@@ -41,6 +41,7 @@ void RendererSceneRender::CameraData::set_camera(const Transform3D p_transform,
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main_transform = p_transform;
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main_projection = p_projection;
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visible_layers = p_visible_layers;
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view_offset[0] = Transform3D();
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view_projection[0] = p_projection;
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taa_jitter = p_taa_jitter;
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@@ -49,6 +50,7 @@ void RendererSceneRender::CameraData::set_camera(const Transform3D p_transform,
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void RendererSceneRender::CameraData::set_multiview_camera(uint32_t p_view_count, const Transform3D *p_transforms, const Projection *p_projections, bool p_is_orthogonal, bool p_vaspect) {
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ERR_FAIL_COND_MSG(p_view_count != 2, "Incorrect view count for stereoscopic view");
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visible_layers = 0xFFFFFFFF;
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view_count = p_view_count;
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is_orthogonal = p_is_orthogonal;
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vaspect = p_vaspect;
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