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Right now we just have a single shadow shader for each surface type with a switch statement to vary behavior depending on the light type whose shadow is being rendered. We should probably go ahead and split each case up into its own set of shadow shaders.
The text was updated successfully, but these errors were encountered:
Right now we just have a single shadow shader for each surface type with a switch statement to vary behavior depending on the light type whose shadow is being rendered. We should probably go ahead and split each case up into its own set of shadow shaders.
The text was updated successfully, but these errors were encountered: