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d11047cfae
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.