ADD: Ray tracing shadow with Clipmap shadow blending
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@@ -488,6 +488,10 @@ std::optional<std::shared_ptr<LoadedGLTF> > loadGltf(VulkanEngine *engine, std::
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}
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newmesh->meshBuffers = engine->_resourceManager->uploadMesh(indices, vertices);
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if (engine->_rayManager)
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{
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engine->_rayManager->getOrBuildBLAS(newmesh);
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}
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}
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//> load_nodes
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// load all nodes and their meshes
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