Add option to disable shadows on transparent material
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@@ -88,8 +88,12 @@ void PS_Forward(
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gBuffer.ShadingModel = MATERIAL_SHADING_MODEL;
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// Calculate lighting from a single directional light
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#if LIGHTING_NO_SHADOW
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float4 shadowMask = (float4)1;
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#else
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ShadowSample shadow = SampleDirectionalLightShadow(DirectionalLight, ShadowsBuffer, ShadowMap, gBuffer);
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float4 shadowMask = GetShadowMask(shadow);
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#endif
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float4 light = GetLighting(ViewPos, DirectionalLight, gBuffer, shadowMask, false, false);
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// Calculate lighting from sky light
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