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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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@ -1715,8 +1715,6 @@ void WMORenderer::renderShadow(VkCommandBuffer cmd, const glm::mat4& lightSpaceM
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vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, shadowPipelineLayout_,
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0, 1, &shadowParamsSet_, 0, nullptr);
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struct ShadowPush { glm::mat4 lightSpaceMatrix; glm::mat4 model; };
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// WMO shadow cull uses the ortho half-extent (shadow map coverage) rather than
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// the proximity radius so that distant buildings whose shadows reach the player
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// are still rendered into the shadow map.
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