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In-pass shadows (WIP) #723
This is the PR implementing in-pass shadows as shown in the April 2016 screenshot thread:
How it works:
This then allows using different logic depending on the light type. The way shadow maps are fetched varies depending on the type of light, which is why this is required.
Theoretically, if we have control flow in the shader then we don't need to know the light type in advance and we can calculate the slice to fetch per each light. This is probably how in-pass shadows will be integrated with the rest of the lighting shaders.
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