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Creating a separate shader for the locallighting pass
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@ -86,6 +86,7 @@ void DeferredLightingEffect::init() {
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_directionalAmbientSphereLightShadowLocations = std::make_shared<LightLocations>();
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_directionalSkyboxLightShadowLocations = std::make_shared<LightLocations>();
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_localLightLocations = std::make_shared<LightLocations>();
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_pointLightLocations = std::make_shared<LightLocations>();
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_spotLightLocations = std::make_shared<LightLocations>();
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