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opengl 3.3 renderer cascaded shadow maps, minor gfx renderer optimizations
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@@ -13,6 +13,7 @@ void gl::glsl_common_setup()
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"#define EXTRAEFFECTS_ENABLED " + std::to_string((int)Global.gfx_extraeffects) + "\n" +
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"#define USE_GLES " + std::to_string((int)Global.gfx_usegles) + "\n" +
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"const uint MAX_LIGHTS = " + std::to_string(MAX_LIGHTS) + "U;\n" +
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"const uint MAX_CASCADES = " + std::to_string(MAX_CASCADES) + "U;\n" +
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"const uint MAX_PARAMS = " + std::to_string(MAX_PARAMS) + "U;\n" +
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R"STRING(
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const uint LIGHT_SPOT = 0U;
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@@ -64,9 +65,9 @@ void gl::glsl_common_setup()
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layout (std140) uniform scene_ubo
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{
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mat4 projection;
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mat4 lightview;
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mat4 inv_view;
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vec3 scene_extra;
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mat4 lightview[MAX_CASCADES];
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vec4 cascade_end;
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float time;
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};
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