Run shadow render pass and compute light position in vertex shaders
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@@ -74,7 +74,7 @@ void gpu_model_load(
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void gpu_model_cleanup(const gpu_ctx_t *ctx, const gpu_model_t *model);
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void gpu_render(
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const gpu_ctx_t *ctx, mat4_t vp, size_t model_count,
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const gpu_ctx_t *ctx, mat4_t vp, mat4_t light_vp, size_t model_count,
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const gpu_model_t *models, const mat4_t **bone_matrices,
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const mat4_t *model_transforms);
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