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broken up framebuffer processing methods
fixed absent shadow bug
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@@ -176,8 +176,11 @@ namespace vb01{
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shader->setVec3(color, "light[" + to_string(thisId) + "].color");
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shader->setFloat(nearPlane, "light[" + to_string(thisId) + "].near");
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shader->setFloat(farPlane, "light[" + to_string(thisId) + "].far");
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shader->setInt(12, "light[" + to_string(thisId) + "].depthMap" + (type == POINT ? "Cube" : ""));
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depthMap->select(12);
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int depthMapId = 10;
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shader->setInt(depthMapId, "light[" + to_string(thisId) + "].depthMap");
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shader->setInt(depthMapId + 1, "light[" + to_string(thisId) + "].depthMapCube");
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depthMap->select(depthMapId + (type == POINT ? 1 : 0));
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switch(type){
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case POINT:
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