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Done with lights and shadows (wonder if i'm missing something..)
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@@ -1165,7 +1165,7 @@ void VisualServerScene::_light_instance_update_shadow(Instance *p_instance,Camer
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float texture_size=VSG::scene_render->get_directional_light_shadow_size(light->instance);
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bool overlap = false;//rasterizer->light_instance_get_pssm_shadow_overlap(p_light->light_info->instance);
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bool overlap = VSG::storage->light_directional_get_blend_splits(p_instance->base);
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for (int i=0;i<splits;i++) {
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