Use proper indices for lights, decals, and reflection probes in mobile scene shader
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1 changed files with 4 additions and 4 deletions
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@ -866,7 +866,7 @@ void main() {
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uint decal_indices = draw_call.decals.x;
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for (uint i = 0; i < 8; i++) {
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uint decal_index = decal_indices & 0xFF;
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if (i == 4) {
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if (i == 3) {
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decal_indices = draw_call.decals.y;
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} else {
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decal_indices = decal_indices >> 8;
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@ -1148,7 +1148,7 @@ void main() {
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for (uint i = 0; i < 8; i++) {
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uint reflection_index = reflection_indices & 0xFF;
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if (i == 4) {
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if (i == 3) {
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reflection_indices = draw_call.reflection_probes.y;
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} else {
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reflection_indices = reflection_indices >> 8;
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@ -1551,7 +1551,7 @@ void main() {
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uint light_indices = draw_call.omni_lights.x;
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for (uint i = 0; i < 8; i++) {
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uint light_index = light_indices & 0xFF;
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if (i == 4) {
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if (i == 3) {
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light_indices = draw_call.omni_lights.y;
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} else {
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light_indices = light_indices >> 8;
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@ -1596,7 +1596,7 @@ void main() {
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uint light_indices = draw_call.spot_lights.x;
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for (uint i = 0; i < 8; i++) {
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uint light_index = light_indices & 0xFF;
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if (i == 4) {
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if (i == 3) {
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light_indices = draw_call.spot_lights.y;
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} else {
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light_indices = light_indices >> 8;
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