Fixing pretty printers
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@@ -102,9 +102,9 @@ void ShadowPass::beginFrame(const Component::Camera& camera, const Component::Tr
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Vector maxExtents = Vector(radius);
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Vector minExtents = -maxExtents;
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Vector lightDir = glm::normalize(scene->getLightEnvironment()->getDirectionalLight(s).direction);
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Matrix4 viewMatrix = glm::lookAt(frustumCenter - lightDir * -minExtents.z, frustumCenter, Vector(0, 1, 0));
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Vector cameraPos = frustumCenter - lightDir * -minExtents.z;
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Matrix4 viewMatrix = glm::lookAt(cameraPos, frustumCenter, Vector(0, 1, 0));
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Matrix4 projectionMatrix =
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glm::ortho(minExtents.x, maxExtents.x, minExtents.y, maxExtents.y, 0.0f, maxExtents.z - minExtents.z);
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Matrix4 viewProjectionMatrix = projectionMatrix * viewMatrix;
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@@ -114,6 +114,8 @@ void ShadowPass::beginFrame(const Component::Camera& camera, const Component::Tr
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viewParams.inverseProjection = glm::inverse(projectionMatrix);
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viewParams.viewProjectionMatrix = viewProjectionMatrix;
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viewParams.inverseViewProjectionMatrix = glm::inverse(viewProjectionMatrix);
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viewParams.cameraPosition_WS = Vector4(cameraPos, 1);
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viewParams.cameraForward_WS = Vector4(frustumCenter - cameraPos, 0);
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viewParams.screenDimensions = Vector2(maxExtents.x - minExtents.x, maxExtents.y - minExtents.y);
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viewParams.invScreenDimensions = 1.0f / viewParams.screenDimensions;
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cascades[i].viewParams.add(createViewParamsSet());
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@@ -208,7 +210,7 @@ void ShadowPass::render() {
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command->bindPipeline(pipeline);
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}
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command->bindDescriptor(
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{cascades[c].viewParams[shadowIndex], vertexData->getVertexDataSet(), vertexData->getInstanceDataSet()});
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{cascades[c].viewParams[c], vertexData->getVertexDataSet(), vertexData->getInstanceDataSet()});
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VertexData::DrawCallOffsets offsets = {
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.instanceOffset = 0,
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};
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