Shadows are pretty much done.
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@@ -19,12 +19,14 @@ struct DirectionalLightJob : RenderJob
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Direction = glm::vec4(0,0,-1,0) * glm::inverse(Orientation);
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Color = (glm::vec4)directionalLightComponent["Color"];
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Intensity = (double)directionalLightComponent["Intensity"];
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//TextureAlphaShadows = (bool)directionalLightComponent["TextureAlphaShadows"];
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};
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glm::quat Orientation;
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glm::vec4 Direction;
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glm::vec4 Color;
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float Intensity;
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bool TextureAlphaShadows = false;
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void CalculateHash() override
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{
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