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Move cluster builder, sdfgi and gi structures to clustered renderer, move light and probe elements into storage and reorganise our render_scene method.
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@@ -485,6 +485,12 @@ public:
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virtual void light_directional_set_blend_splits(RID p_light, bool p_enable) = 0;
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virtual void light_directional_set_sky_mode(RID p_light, LightDirectionalSkyMode p_mode) = 0;
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// Shadow atlas
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virtual RID shadow_atlas_create() = 0;
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virtual void shadow_atlas_set_size(RID p_atlas, int p_size, bool p_use_16_bits = true) = 0;
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virtual void shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) = 0;
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virtual void directional_shadow_atlas_set_size(int p_size, bool p_16_bits = true) = 0;
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enum ShadowQuality {
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