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Change LightStage setFrustum signature to near/farDepth
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@ -27,7 +27,7 @@ public:
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Shadow(model::LightPointer light);
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void setKeylightFrustum(ViewFrustum* viewFrustum, float near, float far);
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void setKeylightFrustum(ViewFrustum* viewFrustum, float nearDepth, float farDepth);
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const std::shared_ptr<ViewFrustum> getFrustum() const { return _frustum; }
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const glm::mat4& getProjection() const { return _projection; }
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