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| | view is transient to create viewProjection, unview only needed on unproject | 
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| | movement | 
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| | Removes the need to allocate a large temporary buffer, instead just memmaps a file big enough and has
OpenGL write the texture data directly to it. | 
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| | formats | 
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| | The initial texture render covers the whole screen anyway | 
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| | 16bit float is insufficient for decent shadow accuracy and the alpha channel is pointless in
a delayed render. | 
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| | Generated when the directional light is specified in the environment call, passed to the directional
light shader pass to conditionally illuminate each pixel. | 
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| | Avoids potential performance error capture memory mapping a busy miptree BO | 
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| | Lots of hard coding, buggy in places, far from great, but the basics
work. | 
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| | Updates all shaders to 330 core too. | 
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