Restore shadows on Switch after refactor into Shadow Atlas
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@@ -482,7 +482,6 @@ bool ShadowsPass::Init()
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// Select format for shadow maps
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_shadowMapFormat = PixelFormat::Unknown;
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#if !PLATFORM_SWITCH // TODO: fix shadows performance issue on Switch
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for (const PixelFormat format : { PixelFormat::D16_UNorm, PixelFormat::D24_UNorm_S8_UInt, PixelFormat::D32_Float })
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{
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const auto formatTexture = PixelFormatExtensions::FindShaderResourceFormat(format, false);
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@@ -495,7 +494,6 @@ bool ShadowsPass::Init()
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break;
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}
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}
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#endif
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if (_shadowMapFormat == PixelFormat::Unknown)
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LOG(Warning, "GPU doesn't support shadows rendering");
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