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More 3D Work
-=-=-=-=-=- -ESM Shadow Mapping for softer and less glitchy shadows -HDR Pipeline (convert to Linear on texture import, convert to SRGB at the end) -Fix to xml parse bug
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@@ -167,6 +167,7 @@ public:
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};
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/* TEXTURE API */
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virtual RID texture_create()=0;
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@@ -455,6 +456,7 @@ public:
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virtual int light_instance_get_shadow_passes(RID p_light_instance) const=0;
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virtual void light_instance_set_shadow_transform(RID p_light_instance, int p_index, const CameraMatrix& p_camera, const Transform& p_transform, float p_split_near=0,float p_split_far=0)=0;
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virtual int light_instance_get_shadow_size(RID p_light_instance, int p_index=0) const=0;
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virtual bool light_instance_get_pssm_shadow_overlap(RID p_light_instance) const=0;
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/* SHADOWS */
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