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Optimize PointLight2D shadow rendering by reducing draw calls and RD state changes.
This dramatically reduces the CPU time spent on rendering shadows for PointLight2Ds
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@@ -1636,7 +1636,7 @@ void RasterizerCanvasGLES3::light_set_use_shadow(RID p_rid, bool p_enable) {
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cl->shadow.enabled = p_enable;
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}
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void RasterizerCanvasGLES3::light_update_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders) {
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void RasterizerCanvasGLES3::light_update_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders, const Rect2 &p_light_rect) {
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GLES3::Config *config = GLES3::Config::get_singleton();
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CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
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