Various renamings
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@@ -277,7 +277,7 @@ void LightPass::RenderLight(RenderContextBatch& renderContextBatch, GPUTextureVi
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context->UnBindSR(5);
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// Pack light properties buffer
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light.SetupLightData(&perLight.Light, renderShadow);
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light.SetShaderData(perLight.Light, renderShadow);
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Matrix::Transpose(wvp, perLight.WVP);
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if (useIES)
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{
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@@ -334,7 +334,7 @@ void LightPass::RenderLight(RenderContextBatch& renderContextBatch, GPUTextureVi
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context->UnBindSR(5);
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// Pack light properties buffer
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light.SetupLightData(&perLight.Light, renderShadow);
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light.SetShaderData(perLight.Light, renderShadow);
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Matrix::Transpose(wvp, perLight.WVP);
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if (useIES)
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{
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@@ -377,7 +377,7 @@ void LightPass::RenderLight(RenderContextBatch& renderContextBatch, GPUTextureVi
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context->UnBindSR(5);
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// Pack light properties buffer
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light.SetupLightData(&perLight.Light, renderShadow);
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light.SetShaderData(perLight.Light, renderShadow);
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// Calculate lighting
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context->UpdateCB(cb0, &perLight);
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@@ -411,7 +411,7 @@ void LightPass::RenderLight(RenderContextBatch& renderContextBatch, GPUTextureVi
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Matrix::Multiply(world, view.ViewProjection(), wvp);
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// Pack light properties buffer
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light.SetupLightData(&perLight.Light, false);
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light.SetShaderData(perLight.Light, false);
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Matrix::Transpose(wvp, perLight.WVP);
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// Bind source image
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