Rewritten. Works as a charm now.
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@@ -2,10 +2,10 @@
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ShadowPassState::ShadowPassState(GLuint frameBuffer)
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{
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BindFramebuffer(frameBuffer);
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Enable(GL_DEPTH_TEST);
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Enable(GL_CULL_FACE);
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Disable(GL_BLEND);
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BindFramebuffer(frameBuffer);
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Enable(GL_DEPTH_TEST);
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Enable(GL_CULL_FACE);
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Disable(GL_BLEND);
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Disable(GL_TEXTURE_2D);
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CullFace(GL_FRONT);
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ClearColor(glm::vec4(0.f, 0.f, 0.f, 0.f));
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