update headers
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@@ -390,6 +390,14 @@ struct VsmShadowOptions {
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*/
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bool mipmapping = false;
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/**
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* Whether to use a 32-bits or 16-bits texture format for VSM shadow maps. 32-bits
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* precision is rarely needed, but it does reduces light leaks as well as "fading"
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* of the shadows in some situations. Setting highPrecision to true for a single
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* shadow map will double the memory usage of all shadow maps.
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*/
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bool highPrecision = false;
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/**
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* VSM minimum variance scale, must be positive.
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*/
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