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Unify y-flip behavior for sky in RD backends #99448

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merged 1 commit into from
Nov 20, 2024

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clayjohn
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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

@clayjohn clayjohn added this to the 4.4 milestone Nov 19, 2024
@clayjohn clayjohn requested a review from a team as a code owner November 19, 2024 22:33
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Confirmed this both with stereo test project and a live XR project. Everything renders correctly in stereo again.

@akien-mga akien-mga merged commit 7c1f425 into godotengine:master Nov 20, 2024
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@akien-mga
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Thanks!

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Sky is not rendering for right eye in VR (4.4.dev4)
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