Full BSDF
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@ -304,10 +304,13 @@ class RenderPath {
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currentD = 1;
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currentFace = -1;
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meshesSorted = false;
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sun = null;
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for (l in Scene.active.lights) {
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if (l.visible) l.buildMatrix(Scene.active.camera);
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if (l.data.raw.type == "sun") sun = l;
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if (l.data.raw.type == "sun") {
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if (sun == null || (!sun.data.raw.cast_shadow && l.data.raw.cast_shadow)) sun = l;
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}
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else point = l;
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}
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light = Scene.active.lights[0];
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@ -500,7 +503,7 @@ class RenderPath {
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}
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public function drawMeshes(context: String) {
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var isShadows = context == "shadowmap";
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var isShadows = context == "shadowmap" || context == "shadowmap_transparent";
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if (isShadows) {
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// Disabled shadow casting for this light
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if (light == null || !light.data.raw.cast_shadow || !light.visible || light.data.raw.strength == 0) return;
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