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Use Math_TAU and deg2rad/rad2deg in more places and optimize code
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@@ -1622,7 +1622,7 @@ void RendererCanvasRenderRD::light_update_shadow(RID p_rid, int p_shadow_index,
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projection.set_frustum(xmin, xmax, ymin, ymax, nearp, farp);
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}
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Vector3 cam_target = Basis(Vector3(0, 0, Math_PI * 2 * ((i + 3) / 4.0))).xform(Vector3(0, 1, 0));
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Vector3 cam_target = Basis(Vector3(0, 0, Math_TAU * ((i + 3) / 4.0))).xform(Vector3(0, 1, 0));
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projection = projection * CameraMatrix(Transform().looking_at(cam_target, Vector3(0, 0, -1)).affine_inverse());
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ShadowRenderPushConstant push_constant;
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