Move pair to V2
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@@ -162,6 +162,8 @@ renderShadows cam cfig shadrendertype nWalls nSils nCaps positiontexture normalt
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-- note that the stencil shadows rely on the depth buffer
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let d = rad * cam ^. camZoom
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V2 x' y' = worldPosToResOffset cfig cam (V2 x y)
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-- this is probably too strict, it will be possible for high up lights
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-- to have some of their light cast high up cut off
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glScissor (round (x'-d)) (round (y'-d)) (round $ 2 *d) (round $ 2* d)
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glDepthFunc GL_LESS
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glColorMask GL_FALSE GL_FALSE GL_FALSE GL_FALSE
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