Shadows go brrr
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@@ -40,6 +40,7 @@ void ShadowMapBuffer::SetRenderTarget(ID3D11DeviceContext *deviceContext) {
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deviceContext->OMSetRenderTargets(0, nullptr, m_depthBuffer.GetDepthStencilView());
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}
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void ShadowMapBuffer::ResetRenderTarget(ID3D11DeviceContext *deviceContext) {
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ID3D11RenderTargetView *nullRTV = nullptr;
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deviceContext->OMSetRenderTargets(1, &nullRTV, nullptr);
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