| Commit message (Collapse) | Author | Age |
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Handles global position type, colourBias for surface types
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texture
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projections
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2D array texture, 4 levels, geometry shader outputs to each layer for a specific band, single
scene rendering.
Pending massive tidy up.
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Not once per shadow pass
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Static variables persist too long, destruction is unmanaged and occurs after the gl
context is gone.
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calling use again
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Note: we don't yet optimise the use of the shadow map texture, each still renders into its own corner
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Lots of hard coding, buggy in places, far from great, but the basics
work.
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