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Done with lights and shadows (wonder if i'm missing something..)
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@@ -78,6 +78,7 @@ public:
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Transform transform;
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int depth_layer;
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uint32_t layer_mask;
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//RID sampled_light;
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@@ -114,6 +115,7 @@ public:
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billboard=false;
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billboard_y=false;
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depth_layer=0;
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layer_mask=1;
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}
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};
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@@ -295,16 +297,17 @@ public:
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virtual void light_set_color(RID p_light,const Color& p_color)=0;
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virtual void light_set_param(RID p_light,VS::LightParam p_param,float p_value)=0;
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virtual void light_set_shadow(RID p_light,bool p_enabled)=0;
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virtual void light_set_shadow_color(RID p_light,const Color& p_color)=0;
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virtual void light_set_projector(RID p_light,RID p_texture)=0;
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virtual void light_set_attenuation_texure(RID p_light,RID p_texture)=0;
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virtual void light_set_negative(RID p_light,bool p_enable)=0;
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virtual void light_set_cull_mask(RID p_light,uint32_t p_mask)=0;
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virtual void light_set_shader(RID p_light,RID p_shader)=0;
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virtual void light_omni_set_shadow_mode(RID p_light,VS::LightOmniShadowMode p_mode)=0;
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virtual void light_omni_set_shadow_detail(RID p_light,VS::LightOmniShadowDetail p_detail)=0;
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virtual void light_directional_set_shadow_mode(RID p_light,VS::LightDirectionalShadowMode p_mode)=0;
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virtual void light_directional_set_blend_splits(RID p_light,bool p_enable)=0;
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virtual bool light_directional_get_blend_splits(RID p_light) const=0;
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virtual VS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light)=0;
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virtual VS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light)=0;
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