Clear last frame directional light buffer when number of lights changes.
This ensures that the buffers don't go out of sync.
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@ -683,6 +683,7 @@ void RasterizerSceneGLES3::_setup_sky(const RenderDataGLES3 *p_render_data, cons
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light_data_dirty = true;
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for (uint32_t i = sky_globals.directional_light_count; i < sky_globals.max_directional_lights; i++) {
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sky_globals.directional_lights[i].enabled = false;
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sky_globals.last_frame_directional_lights[i].enabled = false;
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}
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}
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@ -1261,6 +1261,7 @@ void SkyRD::setup(RID p_env, Ref<RenderSceneBuffersRD> p_render_buffers, const P
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light_data_dirty = true;
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for (uint32_t i = sky_scene_state.ubo.directional_light_count; i < sky_scene_state.max_directional_lights; i++) {
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sky_scene_state.directional_lights[i].enabled = false;
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sky_scene_state.last_frame_directional_lights[i].enabled = false;
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}
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}
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