-fixed broken lighting in release version of godot for isometric light demo, fixes #1697
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@ -9452,6 +9452,7 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list,int p_z,const
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while(light) {
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if (ci->light_mask&light->item_mask && p_z>=light->z_min && p_z<=light->z_max && ci->global_rect_cache.intersects_transformed(light->xform_cache,light->rect_cache)) {
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//intersects this light
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@ -9489,6 +9490,7 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list,int p_z,const
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}
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bool has_shadow = light->shadow_buffer.is_valid() && ci->light_mask&light->item_shadow_mask;
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canvas_shader.set_conditional(CanvasShaderGLES2::USE_SHADOWS,has_shadow);
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@ -7047,17 +7047,20 @@ void VisualServerRaster::_draw_viewport(Viewport *p_viewport,int p_ofs_x, int p_
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for(Set<Rasterizer::CanvasLight*>::Element *F=E->get().canvas->lights.front();F;F=F->next()) {
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Rasterizer::CanvasLight* cl=F->get();
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if (cl->enabled && cl->texture.is_valid()) {
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//not super efficient..
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Size2 tsize(rasterizer->texture_get_width(cl->texture),rasterizer->texture_get_height(cl->texture));
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tsize*=cl->scale;
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Vector2 offset=tsize/2.0;
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cl->rect_cache=Rect2(-offset+cl->texture_offset,tsize);
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cl->xform_cache=xf * cl->xform;
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if (clip_rect.intersects_transformed(cl->xform_cache,cl->rect_cache)) {
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cl->filter_next_ptr=lights;
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lights=cl;
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cl->texture_cache=NULL;
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@ -7067,6 +7070,7 @@ void VisualServerRaster::_draw_viewport(Viewport *p_viewport,int p_ofs_x, int p_
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cl->light_shader_xform = (cl->xform_cache * scale).affine_inverse();
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cl->light_shader_pos=cl->xform_cache[2];
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if (cl->shadow_buffer.is_valid()) {
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cl->shadows_next_ptr=lights_with_shadow;
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if (lights_with_shadow==NULL) {
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shadow_rect = cl->xform_cache.xform(cl->rect_cache);
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