improve shadow process, now shadow can render according to the camera position
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@ -1085,7 +1085,6 @@ namespace Prism
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continue;
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auto& submeshes = mesh->GetSubmeshes();
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float lastT = std::numeric_limits<float>::max();
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for (uint32_t i = 0; i < submeshes.size(); i++)
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{
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auto& submesh = submeshes[i];
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