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@@ -36,7 +36,7 @@ public:
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glm::mat4 lightV() const { return m_LightView[m_ShadowLevel]; }
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private:
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glm::mat4 CalculateFrustum(RenderScene & scene, std::shared_ptr<DirectionalLightJob> directionalLightJob, glm::mat4& p, glm::mat4& v, ShadowCamera shad_cam);
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glm::mat4 CalculateFrustum(RenderScene & scene, std::shared_ptr<DirectionalLightJob> directionalLightJob, ShadowCamera shad_cam);
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std::array<glm::vec3, 8> UpdateFrustumPoints(Camera* cam, glm::vec3 center, glm::vec3 view_dir);
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void UpdateSplitDist(std::array<ShadowCamera, MAX_SPLITS> shadow_cams, float far_distance, float near_distance);
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glm::mat4 FindNewFrustum(ShadowCamera shadow_cam);
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