Refactor shader structures naming with a prefix
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@@ -47,7 +47,7 @@ private:
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int32 ContextIndex;
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int32 ContextCount;
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bool BlendCSM;
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LightShadowData Constants;
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ShaderLightShadowData Constants;
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};
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// Shader stuff
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@@ -91,7 +91,7 @@ public:
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// TODO: use full scene shadow map atlas with dynamic slots allocation
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int32 LastDirLightIndex = -1;
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GPUTextureView* LastDirLightShadowMap = nullptr;
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LightShadowData LastDirLight;
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ShaderLightShadowData LastDirLight;
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public:
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void Prepare();
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