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Slightly optimized matrix operations in LightStage as samcake's remark
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@ -185,7 +185,7 @@ void LightStage::Shadow::setKeylightFrustum(const ViewFrustum& viewFrustum,
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}
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}
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// Update the buffer
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// Update the buffer
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auto& schema = _schemaBuffer.edit<Schema>();
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auto& schema = _schemaBuffer.edit<Schema>();
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schema.lightDirInViewSpace = Transform(Transform(viewFrustum.getView()).getInverseMatrix()).transformDirection(lightDirection);
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schema.lightDirInViewSpace = glm::inverse(viewFrustum.getView()) * glm::vec4(lightDirection, 0.f);
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}
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}
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void LightStage::Shadow::setKeylightCascadeFrustum(unsigned int cascadeIndex, const ViewFrustum& viewFrustum,
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void LightStage::Shadow::setKeylightCascadeFrustum(unsigned int cascadeIndex, const ViewFrustum& viewFrustum,
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