feat: basic shadow map + renderdoc labels
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@@ -35,6 +35,10 @@ vec4 sampleTextureCubeLinear(uint texID, vec3 p) {
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return texture(nonuniformEXT(samplerCube(textureCubes[texID], samplers[LINEAR_SAMPLER_ID])), p);
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}
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float sampleTexture2DShadow(uint texID, vec3 p) {
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return texture(nonuniformEXT(sampler2DShadow(textures[texID], samplers[SHADOW_SAMPLER_ID])), p);
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}
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float sampleTextureArrayShadow(uint texID, vec4 p) {
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return texture(nonuniformEXT(sampler2DArrayShadow(textureArrays[texID], samplers[SHADOW_SAMPLER_ID])), p);
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}
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