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Now that avatars can potentially have their own custom pipeline, shadow pass needs to support it
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1 changed files with 3 additions and 1 deletions
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@ -257,7 +257,9 @@ void RenderShadowMap::run(const render::RenderContextPointer& renderContext, con
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ShapeKey::Builder(), ShapeKey::Builder().withFade(),
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ShapeKey::Builder().withDeformed(), ShapeKey::Builder().withDeformed().withFade(),
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ShapeKey::Builder().withDeformed().withDualQuatSkinned(), ShapeKey::Builder().withDeformed().withDualQuatSkinned().withFade(),
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ShapeKey::Builder().withOwnPipeline(), ShapeKey::Builder().withOwnPipeline().withFade()
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ShapeKey::Builder().withOwnPipeline(), ShapeKey::Builder().withOwnPipeline().withFade(),
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ShapeKey::Builder().withDeformed().withOwnPipeline(), ShapeKey::Builder().withDeformed().withOwnPipeline().withFade(),
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ShapeKey::Builder().withDeformed().withDualQuatSkinned().withOwnPipeline(), ShapeKey::Builder().withDeformed().withDualQuatSkinned().withOwnPipeline().withFade(),
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};
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std::vector<std::vector<ShapeKey>> sortedShapeKeys(keys.size());
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