Refactor shadows rendering to use Shadow Map Atlas
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@@ -11,6 +11,7 @@
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#include "Engine/Content/Content.h"
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#include "Engine/Serialization/Serialization.h"
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#include "Engine/ContentImporters/AssetsImportingManager.h"
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#include "Engine/Graphics/RenderTools.h"
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#include "Engine/Level/Scene/Scene.h"
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SkyLight::SkyLight(const SpawnParams& params)
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@@ -118,13 +119,13 @@ void SkyLight::Draw(RenderContext& renderContext)
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data.Color = Color.ToFloat3() * (Color.A * brightness);
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data.VolumetricScatteringIntensity = VolumetricScatteringIntensity;
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data.CastVolumetricShadow = CastVolumetricShadow;
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data.RenderedVolumetricFog = 0;
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data.AdditiveColor = AdditiveColor.ToFloat3() * (AdditiveColor.A * brightness);
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data.IndirectLightingIntensity = IndirectLightingIntensity;
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data.Radius = GetScaledRadius();
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data.Image = GetSource();
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data.StaticFlags = GetStaticFlags();
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data.ID = GetID();
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data.ScreenSize = Math::Min(1.0f, Math::Sqrt(RenderTools::ComputeBoundsScreenRadiusSquared(position, (float)_sphere.Radius, renderContext.View)));
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renderContext.List->SkyLights.Add(data);
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}
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}
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