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addressing some minor issues (formatting, comments)
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@@ -181,7 +181,8 @@ public:
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virtual void deferredcastersChanged(Deferredcaster& deferredcaster,
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DeferredcasterListener::IsAttached isAttached) override;
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void registerShadowCaster(const std::string& shadowgroup, const SceneGraphNode* lightsource, const SceneGraphNode* target);
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void registerShadowCaster(const std::string& shadowgroup, const SceneGraphNode* lightsource,
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const SceneGraphNode* target);
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std::pair<GLuint, glm::dmat4> shadowInformation(const SceneGraphNode* node, const std::string& shadowgroup) const;
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private:
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@@ -61,7 +61,6 @@ uniform sampler2D gBufferDepthTexture;
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uniform vec2 resolution;
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// Should & can be extended to be an array covering all lightsources
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// See renderableglobe and renderer_fs.glsl
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uniform bool has_shadow_depth_map;
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uniform sampler2D shadow_depth_map;
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