Fix point light seams due to missing shadow map borders
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@@ -22,7 +22,6 @@ private:
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GPUPipelineStatePermutationsPs<static_cast<int32>(Quality::MAX) * 2> _psShadowPoint;
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GPUPipelineStatePermutationsPs<static_cast<int32>(Quality::MAX) * 2> _psShadowSpot;
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PixelFormat _shadowMapFormat; // Cached on initialization
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int32 _maxShadowsQuality = 0; // Cached state for the current frame rendering (setup via Prepare)
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public:
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/// <summary>
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@@ -53,11 +52,11 @@ public:
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private:
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static void SetupRenderContext(RenderContext& renderContext, RenderContext& shadowContext);
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static void SetupLight(RenderContext& renderContext, RenderContextBatch& renderContextBatch, RenderLightData& light, struct ShadowAtlasLight& atlasLight);
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static bool SetupLight(RenderContext& renderContext, RenderContextBatch& renderContextBatch, RenderLocalLightData& light, ShadowAtlasLight& atlasLight);
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static void SetupLight(RenderContext& renderContext, RenderContextBatch& renderContextBatch, RenderDirectionalLightData& light, ShadowAtlasLight& atlasLight);
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static void SetupLight(RenderContext& renderContext, RenderContextBatch& renderContextBatch, RenderPointLightData& light, ShadowAtlasLight& atlasLight);
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static void SetupLight(RenderContext& renderContext, RenderContextBatch& renderContextBatch, RenderSpotLightData& light, ShadowAtlasLight& atlasLight);
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static void SetupLight(class ShadowsCustomBuffer& shadows, RenderContext& renderContext, RenderContextBatch& renderContextBatch, RenderLightData& light, struct ShadowAtlasLight& atlasLight);
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static bool SetupLight(ShadowsCustomBuffer& shadows, RenderContext& renderContext, RenderContextBatch& renderContextBatch, RenderLocalLightData& light, ShadowAtlasLight& atlasLight);
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static void SetupLight(ShadowsCustomBuffer& shadows, RenderContext& renderContext, RenderContextBatch& renderContextBatch, RenderDirectionalLightData& light, ShadowAtlasLight& atlasLight);
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static void SetupLight(ShadowsCustomBuffer& shadows, RenderContext& renderContext, RenderContextBatch& renderContextBatch, RenderPointLightData& light, ShadowAtlasLight& atlasLight);
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static void SetupLight(ShadowsCustomBuffer& shadows, RenderContext& renderContext, RenderContextBatch& renderContextBatch, RenderSpotLightData& light, ShadowAtlasLight& atlasLight);
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#if COMPILE_WITH_DEV_ENV
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void OnShaderReloading(Asset* obj)
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