Light tweeks
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@@ -34,7 +34,7 @@ void HydraShadowPipeline::Shutdown()
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void HydraShadowPipeline::Render()
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{
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glViewport(0, 0, SHADOW_MAP_SIZE, SHADOW_MAP_SIZE);
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glEnable(GL_DEPTH_TEST); // Depth testing must be active
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glDepthMask(GL_TRUE); // Depth buffer must be writable
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@@ -51,7 +51,7 @@ void HydraShadowPipeline::_RenderPointShadowMaps()
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HydraECS *ecs = GetEngine()->ECS();
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std::shared_ptr<HydraRenderSystem> render_system = ecs->GetSystem<HydraRenderSystem>();
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std::shared_ptr<HydraPointShadowSourceSystem> shadow_system = ecs->GetSystem<HydraPointShadowSourceSystem>();
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glViewport(0, 0, POINT_SHADOW_MAP_SIZE, POINT_SHADOW_MAP_SIZE);
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for (HydraID entity_id : shadow_system->Entities)
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{
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HydraPointShadowSourceComponent shad_comp = GetEngine()->ECS()->GetComponent<HydraPointShadowSourceComponent>(entity_id);
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@@ -74,7 +74,7 @@ void HydraShadowPipeline::_RenderDirectionalShadowMaps()
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HydraECS *ecs = GetEngine()->ECS();
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std::shared_ptr<HydraRenderSystem> render_system = ecs->GetSystem<HydraRenderSystem>();
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std::shared_ptr<HydraDirectionalShadowSourceSystem> shadow_system = ecs->GetSystem<HydraDirectionalShadowSourceSystem>();
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glViewport(0, 0, DIRECTIONAL_SHADOW_MAP_SIZE, DIRECTIONAL_SHADOW_MAP_SIZE);
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for (HydraID entity_id : shadow_system->Entities)
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{
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HydraDirectionalShadowSourceComponent shad_comp = GetEngine()->ECS()->GetComponent<HydraDirectionalShadowSourceComponent>(entity_id);
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@@ -95,7 +95,7 @@ void HydraShadowPipeline::_RenderSpotShadowMaps()
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HydraECS *ecs = GetEngine()->ECS();
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std::shared_ptr<HydraRenderSystem> render_system = ecs->GetSystem<HydraRenderSystem>();
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std::shared_ptr<HydraSpotShadowSourceSystem> shadow_system = ecs->GetSystem<HydraSpotShadowSourceSystem>();
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glViewport(0, 0, SPOT_SHADOW_MAP_SIZE, SPOT_SHADOW_MAP_SIZE);
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for (HydraID entity_id : shadow_system->Entities)
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{
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HydraSpotShadowSourceComponent shad_comp = GetEngine()->ECS()->GetComponent<HydraSpotShadowSourceComponent>(entity_id);
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