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祝方舟 d11047cfae Fix SceneData UBO layout for Godot 4.7 (pre-blur processor)
Godot 4.7 changed the internal SceneData layout mirrored at binding 5:
- inv_view_matrix / view_matrix are now packed mat3x4 instead of mat4
- three new fields (radiance_pixel_size, radiance_border_size,
  reflection_atlas_border_size) precede the light-count fields

The stale struct is 32 bytes short per {data, prev_data} (5696 vs 5728),
so uniform_set_create fails every frame and the pre-blur pass never runs.

Update the struct to the 4.7 layout and reconstruct 4x4 view matrices
from the packed mat3x4, matching the engine's scene_data_inc.glsl.

Verified on Godot 4.7-stable (Forward+/Metal): enabled 60/60 frames
0 errors with visible directional blur; disabled control sharp;
MSAA 2x no artifacts at default post-opaque placement.
2026-07-12 02:58:47 +08:00
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