Character controller, reimplementing shadow pass
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@@ -9,6 +9,6 @@ Directional_Light_Buffer_Data :: struct {
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color_and_intensity : Vector4;
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direction : Vector4;
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//light_matrix: Matrix4;
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light_matrix: Matrix4;
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}
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@@ -1436,7 +1436,10 @@ render :: (backend: *D3D11_Backend, command_buffer: *Render_Command_Buffer) {
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time = now;
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// Present the information rendered to the back buffer to the front buffer (the screen)
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before_swap := seconds_since_init();
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hr := IDXGISwapChain_Present(swap_chain, xx ifx renderer.vsync then 1 else 0, 0);
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after_swap := seconds_since_init();
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//print("RENDERING: It took % sec to present the final image\n", after_swap - before_swap);
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renderer.last_render_time_gpu = cast(float)(now - time) * 1000.0;
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if FAILED(hr) {
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