feat: distance-based dense render optimization
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@@ -406,7 +406,7 @@ void WorldRenderer::generateShadowsMap(
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sctx.setViewport({resolution, resolution});
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shadowMap.bind();
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setupWorldShader(shadowsShader, shadowCamera, settings, 0.0f);
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chunks->drawChunksShadowsPass(shadowCamera, shadowsShader);
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chunks->drawChunksShadowsPass(shadowCamera, shadowsShader, camera);
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shadowMap.unbind();
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}
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}
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