fix shadows pass viewport calculation
(cherry picked from commit 0227fcc4cc)
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@ -3694,7 +3694,7 @@ void RasterizerSceneGLES2::render_shadow(RID p_light, RID p_shadow_atlas, int p_
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} else if (directional_shadow.light_count == 2) {
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} else if (directional_shadow.light_count == 2) {
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light_instance->directional_rect = Rect2(0, 0, directional_shadow.size, directional_shadow.size / 2);
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light_instance->directional_rect = Rect2(0, 0, directional_shadow.size, directional_shadow.size / 2);
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if (light_instance->light_directional_index == 1) {
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if (light_instance->light_directional_index == 1) {
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light_instance->directional_rect.position.x += light_instance->directional_rect.size.x;
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light_instance->directional_rect.position.y += light_instance->directional_rect.size.y;
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}
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}
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} else { //3 and 4
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} else { //3 and 4
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light_instance->directional_rect = Rect2(0, 0, directional_shadow.size / 2, directional_shadow.size / 2);
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light_instance->directional_rect = Rect2(0, 0, directional_shadow.size / 2, directional_shadow.size / 2);
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@ -4718,7 +4718,7 @@ void RasterizerSceneGLES3::render_shadow(RID p_light, RID p_shadow_atlas, int p_
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} else if (directional_shadow.light_count == 2) {
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} else if (directional_shadow.light_count == 2) {
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light_instance->directional_rect = Rect2(0, 0, directional_shadow.size, directional_shadow.size / 2);
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light_instance->directional_rect = Rect2(0, 0, directional_shadow.size, directional_shadow.size / 2);
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if (light_instance->light_directional_index == 1) {
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if (light_instance->light_directional_index == 1) {
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light_instance->directional_rect.position.x += light_instance->directional_rect.size.x;
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light_instance->directional_rect.position.y += light_instance->directional_rect.size.y;
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}
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}
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} else { //3 and 4
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} else { //3 and 4
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light_instance->directional_rect = Rect2(0, 0, directional_shadow.size / 2, directional_shadow.size / 2);
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light_instance->directional_rect = Rect2(0, 0, directional_shadow.size / 2, directional_shadow.size / 2);
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