Fix built-in texture samplers passing for spatial shader mode
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@ -657,6 +657,10 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin
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actions.render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_BLINN\n";
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}
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actions.custom_samplers["SCREEN_TEXTURE"] = "material_samplers[3]"; // linear filter with mipmaps
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actions.custom_samplers["DEPTH_TEXTURE"] = "material_samplers[3]";
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actions.custom_samplers["NORMAL_ROUGHNESS_TEXTURE"] = "material_samplers[1]"; // linear filter
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actions.render_mode_defines["specular_blinn"] = "#define SPECULAR_BLINN\n";
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actions.render_mode_defines["specular_phong"] = "#define SPECULAR_PHONG\n";
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actions.render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n";
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