spotlight shadow fix
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@@ -5063,10 +5063,6 @@ void DrawShadowmaps(const CameraComponent& camera, CommandList cmd, uint32_t lay
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XMStoreFloat4x4(&cb.g_xCamera_VP, shcam.VP);
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device->UpdateBuffer(&constantBuffers[CBTYPE_CAMERA], &cb, cmd);
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device->RenderPassBegin(&renderpasses_shadow2D[light.shadowMap_index], cmd);
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RenderMeshes(renderQueue, RENDERPASS_SHADOW, RENDERTYPE_OPAQUE, cmd);
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device->RenderPassEnd(cmd);
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Viewport vp;
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vp.TopLeftX = 0;
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vp.TopLeftY = 0;
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@@ -5076,6 +5072,10 @@ void DrawShadowmaps(const CameraComponent& camera, CommandList cmd, uint32_t lay
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vp.MaxDepth = 1.0f;
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device->BindViewports(1, &vp, cmd);
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device->RenderPassBegin(&renderpasses_shadow2D[light.shadowMap_index], cmd);
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RenderMeshes(renderQueue, RENDERPASS_SHADOW, RENDERTYPE_OPAQUE, cmd);
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device->RenderPassEnd(cmd);
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// Transparent renderpass will always be started so that it is clear:
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device->RenderPassBegin(&renderpasses_shadow2DTransparent[light.shadowMap_index], cmd);
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if (GetTransparentShadowsEnabled() && transparentShadowsRequested)
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@@ -9,7 +9,7 @@ namespace wiVersion
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// minor features, major updates
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const int minor = 36;
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// minor bug fixes, alterations, refactors, updates
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const int revision = 12;
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const int revision = 13;
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long GetVersion()
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