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refactor: consolidate duplicate ShadowPush structure definition
Move ShadowPush from 4 separate rendering modules (character_renderer, m2_renderer, terrain_renderer, wmo_renderer) into shared vk_frame_data.hpp header. This eliminates 4 identical local struct definitions and ensures consistency across all shadow rendering passes. Add vk_frame_data.hpp include to character_renderer.cpp.
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5 changed files with 7 additions and 6 deletions
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@ -3070,7 +3070,6 @@ void M2Renderer::renderShadow(VkCommandBuffer cmd, const glm::mat4& lightSpaceMa
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if (!shadowPipeline_ || !shadowParamsSet_) return;
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if (instances.empty() || models.empty()) return;
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struct ShadowPush { glm::mat4 lightSpaceMatrix; glm::mat4 model; };
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struct ShadowParamsUBO {
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int32_t useBones = 0;
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int32_t useTexture = 0;
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