Refactor shadows rendering to use Shadow Map Atlas
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@@ -159,7 +159,7 @@ float4 PS_Lighting(AtlasVertexOutput input) : SV_Target
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float toLightDst = GLOBAL_SDF_WORLD_SIZE;
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#endif
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float4 shadowMask = 1;
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if (Light.CastShadows > 0)
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if (Light.ShadowsBufferAddress != 0)
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{
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float NoL = dot(gBuffer.Normal, L);
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float shadowBias = 10.0f;
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