added system for cascading shadow maps
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@@ -7,6 +7,7 @@ use bevy::ecs::component::Component;
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use bevy::ecs::reflect::ReflectComponent;
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use bevy::ecs::reflect::ReflectComponent;
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use bevy::ecs::schedule::IntoSystemConfigs;
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use bevy::ecs::schedule::IntoSystemConfigs;
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use bevy::math::{Mat4, Vec3A};
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use bevy::math::{Mat4, Vec3A};
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use bevy::pbr::{build_directional_light_cascades, clear_directional_light_cascades, SimulationLightSystems};
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use bevy::reflect::std_traits::ReflectDefault;
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use bevy::reflect::std_traits::ReflectDefault;
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use bevy::reflect::Reflect;
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use bevy::reflect::Reflect;
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use bevy::render::camera::{
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use bevy::render::camera::{
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@@ -30,6 +31,12 @@ impl Plugin for XrCameraPlugin {
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.after(TransformSystem::TransformPropagate)
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.after(TransformSystem::TransformPropagate)
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.before(VisibilitySystems::UpdateFrusta),
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.before(VisibilitySystems::UpdateFrusta),
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);
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);
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app.add_systems(
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PostUpdate,
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build_directional_light_cascades::<XrProjection>
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.in_set(SimulationLightSystems::UpdateDirectionalLightCascades)
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.after(clear_directional_light_cascades),
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);
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app.add_plugins((
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app.add_plugins((
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ExtractComponentPlugin::<XrProjection>::default(),
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ExtractComponentPlugin::<XrProjection>::default(),
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ExtractComponentPlugin::<XrCamera>::default(),
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ExtractComponentPlugin::<XrCamera>::default(),
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