Vulkan Mobile: Fix reading builtins in light()
of spatial shader
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@ -96,6 +96,14 @@ void light_compute(hvec3 N, hvec3 L, hvec3 V, half A, hvec3 light_color, bool is
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#define inv_projection_matrix scene_data_block.data.inv_projection_matrix
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#define inv_projection_matrix scene_data_block.data.inv_projection_matrix
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vec2 read_viewport_size = scene_data_block.data.viewport_size;
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vec2 read_viewport_size = scene_data_block.data.viewport_size;
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#ifdef LIGHT_BACKLIGHT_USED
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vec3 backlight_highp = vec3(backlight);
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#endif
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float roughness_highp = float(roughness);
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float metallic_highp = float(metallic);
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vec3 albedo_highp = vec3(albedo);
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float alpha_highp = float(alpha);
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vec3 normal_highp = vec3(N);
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vec3 normal_highp = vec3(N);
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vec3 light_highp = vec3(L);
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vec3 light_highp = vec3(L);
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vec3 view_highp = vec3(V);
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vec3 view_highp = vec3(V);
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@ -107,6 +115,7 @@ void light_compute(hvec3 N, hvec3 L, hvec3 V, half A, hvec3 light_color, bool is
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#CODE : LIGHT
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#CODE : LIGHT
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alpha = half(alpha_highp);
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diffuse_light = hvec3(diffuse_light_highp);
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diffuse_light = hvec3(diffuse_light_highp);
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specular_light = hvec3(specular_light_highp);
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specular_light = hvec3(specular_light_highp);
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#else // !LIGHT_CODE_USED
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#else // !LIGHT_CODE_USED
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