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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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@@ -1371,6 +1371,12 @@ int RasterizerDummy::light_instance_get_shadow_passes(RID p_light_instance) cons
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return 0;
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}
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bool RasterizerDummy::light_instance_get_pssm_shadow_overlap(RID p_light_instance) const {
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return false;
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}
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void RasterizerDummy::light_instance_set_custom_transform(RID p_light_instance, int p_index, const CameraMatrix& p_camera, const Transform& p_transform, float p_split_near,float p_split_far) {
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LightInstance *lighti = light_instance_owner.get( p_light_instance );
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