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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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@ -965,7 +965,6 @@ void TerrainRenderer::renderShadow(VkCommandBuffer cmd, const glm::mat4& lightSp
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// Identity model matrix — terrain vertices are already in world space
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static const glm::mat4 identity(1.0f);
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struct ShadowPush { glm::mat4 lightSpaceMatrix; glm::mat4 model; };
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ShadowPush push{ lightSpaceMatrix, identity };
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vkCmdPushConstants(cmd, shadowPipelineLayout_, VK_SHADER_STAGE_VERTEX_BIT,
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0, 128, &push);
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