render: start moving to a shadow map atlas texture and expose the resources as slots
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e8974bbd44
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@ -8,9 +8,12 @@ use tracing::{debug, warn};
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use wgpu::util::DeviceExt;
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use crate::render::{
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graph::{Node, NodeDesc, NodeType},
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graph::{Node, NodeDesc, NodeType, SlotAttribute, SlotValue},
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light::directional::DirectionalLight,
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resource::{FragmentState, PipelineDescriptor, RenderPipeline, RenderPipelineDescriptor, Shader, VertexState},
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resource::{
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FragmentState, PipelineDescriptor, RenderPipeline, RenderPipelineDescriptor, Shader,
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VertexState,
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},
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transform_buffer_storage::TransformBuffers,
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vertex::Vertex,
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};
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@ -19,14 +22,18 @@ use super::{MeshBufferStorage, RenderAssets, RenderMeshes};
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const SHADOW_SIZE: glam::UVec2 = glam::UVec2::new(1024, 1024);
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#[derive(Debug, Clone, Hash, PartialEq, RenderGraphLabel)]
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pub enum ShadowMapsPassSlots {
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ShadowAtlasTexture,
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ShadowAtlasTextureView,
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ShadowAtlasSampler,
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}
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#[derive(Debug, Clone, Hash, PartialEq, RenderGraphLabel)]
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pub struct ShadowMapsPassLabel;
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struct LightDepthMap {
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light_projection_buffer: wgpu::Buffer,
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texture: wgpu::Texture,
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view: wgpu::TextureView,
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sampler: wgpu::Sampler,
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bindgroup: wgpu::BindGroup,
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}
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@ -41,39 +48,37 @@ pub struct ShadowMapsPass {
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render_meshes: Option<ResourceData>,
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mesh_buffers: Option<ResourceData>,
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pipeline: Option<RenderPipeline>,
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/// The depth map atlas texture
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atlas_texture: Rc<wgpu::Texture>,
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/// The depth map atlas texture view
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atlas_view: Arc<wgpu::TextureView>,
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/// The depth map atlas sampler
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atlas_sampler: Rc<wgpu::Sampler>,
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}
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impl ShadowMapsPass {
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pub fn new(device: &wgpu::Device) -> Self {
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let bgl = Arc::new(device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("shadows_bgl"),
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entries: &[wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::VERTEX,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: Some(
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NonZeroU64::new(mem::size_of::<glam::Mat4>() as _).unwrap(),
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),
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},
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count: None,
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}],
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}));
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let bgl = Arc::new(
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("bgl_shadows_light_projection"),
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entries: &[wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::VERTEX,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: Some(
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NonZeroU64::new(mem::size_of::<glam::Mat4>() as _).unwrap(),
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),
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},
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count: None,
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}],
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}),
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);
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Self {
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bgl,
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depth_maps: Default::default(),
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transform_buffers: None,
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render_meshes: None,
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mesh_buffers: None,
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pipeline: None,
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}
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}
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fn create_depth_map(&mut self, device: &wgpu::Device, entity: Entity, light_pos: Transform) {
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let tex = device.create_texture(&wgpu::TextureDescriptor {
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label: Some("texture_shadow_map_directional_light"),
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label: Some("texture_shadow_map_atlas"),
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size: wgpu::Extent3d {
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width: SHADOW_SIZE.x,
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height: SHADOW_SIZE.y,
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@ -93,7 +98,7 @@ impl ShadowMapsPass {
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});
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let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
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label: Some("sampler_light_depth_map"),
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label: Some("sampler_shadow_map_atlas"),
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address_mode_u: wgpu::AddressMode::ClampToEdge,
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address_mode_v: wgpu::AddressMode::ClampToEdge,
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address_mode_w: wgpu::AddressMode::ClampToEdge,
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@ -104,17 +109,29 @@ impl ShadowMapsPass {
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..Default::default()
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});
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Self {
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bgl,
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depth_maps: Default::default(),
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transform_buffers: None,
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render_meshes: None,
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mesh_buffers: None,
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pipeline: None,
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atlas_sampler: Rc::new(sampler),
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atlas_texture: Rc::new(tex),
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atlas_view: Arc::new(view),
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}
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}
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fn create_depth_map(&mut self, device: &wgpu::Device, entity: Entity, light_pos: Transform) {
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const NEAR_PLANE: f32 = 0.1;
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const FAR_PLANE: f32 = 80.0;
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let ortho_proj =
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glam::Mat4::orthographic_rh_gl(-20.0, 20.0, -20.0, 20.0, NEAR_PLANE, FAR_PLANE);
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let look_view = glam::Mat4::look_to_rh(
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light_pos.translation,
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light_pos.forward(),
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light_pos.up()
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);
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let look_view =
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glam::Mat4::look_to_rh(light_pos.translation, light_pos.forward(), light_pos.up());
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let light_proj = OPENGL_TO_WGPU_MATRIX * (ortho_proj * look_view);
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@ -142,9 +159,6 @@ impl ShadowMapsPass {
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entity,
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LightDepthMap {
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light_projection_buffer,
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texture: tex,
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view,
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sampler,
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bindgroup: bg,
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},
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);
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@ -168,7 +182,27 @@ impl Node for ShadowMapsPass {
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&mut self,
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graph: &mut crate::render::graph::RenderGraph,
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) -> crate::render::graph::NodeDesc {
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NodeDesc::new(NodeType::Render, None, vec![])
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let mut node = NodeDesc::new(NodeType::Render, None, vec![]);
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node.add_texture_slot(
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ShadowMapsPassSlots::ShadowAtlasTexture,
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SlotAttribute::Output,
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Some(SlotValue::Texture(self.atlas_texture.clone())),
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);
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node.add_texture_view_slot(
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ShadowMapsPassSlots::ShadowAtlasTextureView,
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SlotAttribute::Output,
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Some(SlotValue::TextureView(self.atlas_view.clone())),
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);
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node.add_sampler_slot(
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ShadowMapsPassSlots::ShadowAtlasSampler,
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SlotAttribute::Output,
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Some(SlotValue::Sampler(self.atlas_sampler.clone())),
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);
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node
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}
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fn prepare(
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@ -201,10 +235,7 @@ impl Node for ShadowMapsPass {
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&graph.device,
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&RenderPipelineDescriptor {
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label: Some("pipeline_shadows".into()),
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layouts: vec![
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bgl,
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transforms,
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],
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layouts: vec![bgl, transforms],
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push_constant_ranges: vec![],
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vertex: VertexState {
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module: shader.clone(),
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@ -226,7 +257,7 @@ impl Node for ShadowMapsPass {
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primitive: wgpu::PrimitiveState::default(),
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multisample: wgpu::MultisampleState::default(),
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multiview: None,
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}
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},
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));
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/* */
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}
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@ -261,7 +292,7 @@ impl Node for ShadowMapsPass {
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label: Some("pass_shadow_map"),
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color_attachments: &[],
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depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
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view: &dir_depth_map.view,
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view: &self.atlas_view,
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depth_ops: Some(wgpu::Operations {
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load: wgpu::LoadOp::Clear(1.0),
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store: true,
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