Unify y-flip behavior for sky in RD backends #99448
Merged
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Fixes: #99193
Most of this PR is just cleanup. The original bug was a copy-paste error that we missed because the list of arguments to
setup_sky
was so long. Almost all the arguments come straight from RenderDataRD, so we just pass a reference to that struct instead.The important change here is that we use the
depth_correction
y_flip
instead of manually doing a y flip in the shader. This way the sky will use the same logic as the scene and we don't have to maintain a bunch of hacks for alternative codepaths (like we had previously for ReflectionProbes)CC @BastiaanOlij