optimize shadow maps generation a bit
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@@ -400,7 +400,6 @@ void WorldRenderer::generateShadowsMap(
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shadowCamera.setProjection(glm::ortho(min.x, max.x, min.y, max.y, 0.1f, 1000.0f));
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{
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frustumCulling->update(shadowCamera.getProjView());
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auto sctx = pctx.sub();
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sctx.setDepthTest(true);
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sctx.setCullFace(true);
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