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* omni light processing initial * refactor * packing omni lights data * page allocation for omni lights initial * CI * omni shadow draw in progress * virtual omni shadows: rendering * flip depth-range for omni shadows * vsm omni shadow in progress * testing: reduce cube-face resolution * CI * enable vsm point-light shading * fixup * fixup validation * variable omni page resolution * refactor * fixup * better vsm omni lighting culling * separate post-process job for cube-shadow pages * change bitpacking to support more lights * zCVobLight: on/off flag; clamp range * CI * heuristic to disable garbage/lightmap lights * fixup * alternative page allocator (wip)
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