f905fe3040b06254e1a6dfef466d15d883873796
Shadow mapping via DrawModelEx doesn't work — Raylib's material system only supports texture unit 0, shadow map sampling needs unit 1. Additional uniforms in fragment shader also broke NVIDIA GLSL uniform layout, causing render artifacts. Reverted shader to pre-shadow state. Shadow pass infrastructure (RenderShadowPass, shadow shader, RT) kept but disabled. 66/66 tests passing.
Description
AI powered Game Engine
23 MiB
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