EDIT: shadow on/off
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@@ -23,11 +23,12 @@ layout(set = 0, binding = 0) uniform SceneData{
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mat4 lightViewProjCascades[4];
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// View-space split distances for selecting cascades (x,y,z,w)
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vec4 cascadeSplitsView;
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// Ray-query settings (packed)
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// rtOptions.x = enabled (1/0)
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// Ray-query & reflection settings (packed)
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// rtOptions.x = RT shadows enabled (1/0)
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// rtOptions.y = cascade bitmask (bit i => cascade i assisted)
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uvec4 rtOptions;
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// rtParams.x = N·L threshold; others reserved
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// rtParams.x = N·L threshold for hybrid shadows
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// rtParams.y = shadows enabled flag (1.0 = on, 0.0 = off)
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vec4 rtParams;
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GPUPunctualLight punctualLights[MAX_PUNCTUAL_LIGHTS];
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