feat: add spot light shadows with a tilled buffer
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@@ -39,6 +39,11 @@ layout (buffer_reference, scalar) readonly buffer SceneDataBuffer {
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float shadowNormalOffset;
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uint padding;
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mat4 lightViewProj;
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// spot shadows
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uint spotShadowAtlasId;
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uint spotShadowTilesPerRow;
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SpotShadow spotShadows[MAX_SPOT_SHADOWS];
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} sceneDataBuffer;
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#endif // SCENE_DATA_GLSL
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