Fix shadow on splatting
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@@ -372,7 +372,16 @@ handleSTKCommon(scene::ISceneNode *Node, std::vector<scene::ISceneNode *> *Immed
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if (irr_driver->hasARB_draw_indirect())
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{
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for_in(mesh, node->MeshSolidMaterial[Mat])
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MeshForShadowPass[Mat][cascade][mesh->mb].emplace_back(mesh, Node);
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{
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if (Mat != Material::SHADERTYPE_SPLATTING)
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MeshForShadowPass[Mat][cascade][mesh->mb].emplace_back(mesh, Node);
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else
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{
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core::matrix4 ModelMatrix = Node->getAbsoluteTransformation(), InvModelMatrix;
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ModelMatrix.getInverse(InvModelMatrix);
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ListMatSplatting::getInstance()->Shadows[cascade].emplace_back(mesh, ModelMatrix, InvModelMatrix);
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}
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}
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}
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else
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{
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