Use Float32Array
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@@ -2244,7 +2244,14 @@ void main() {
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cameraType = ui.combo(camHandle, ["Perspective", "Orhographic"], "Type");
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cameraType = ui.combo(camHandle, ["Perspective", "Orhographic"], "Type");
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if (camHandle.changed) {
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if (camHandle.changed) {
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if (cameraType == 0) cam.data.raw.ortho = null;
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if (cameraType == 0) cam.data.raw.ortho = null;
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else cam.data.raw.ortho = [-2, 2, -2 * (iron.App.h() / iron.App.w()), 2 * (iron.App.h() / iron.App.w())];
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else {
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var f32 = new kha.arrays.Float32Array(4);
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f32[0] = -2;
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f32[1] = 2;
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f32[2] = -2 * (iron.App.h() / iron.App.w());
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f32[2] = 2 * (iron.App.h() / iron.App.w());
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cam.data.raw.ortho = cast f32; // TODO: skip cast in 0.6
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}
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if (originalShadowBias <= 0) originalShadowBias = iron.Scene.active.lights[0].data.raw.shadows_bias;
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if (originalShadowBias <= 0) originalShadowBias = iron.Scene.active.lights[0].data.raw.shadows_bias;
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iron.Scene.active.lights[0].data.raw.shadows_bias = cameraType == 0 ? originalShadowBias : originalShadowBias * 15;
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iron.Scene.active.lights[0].data.raw.shadows_bias = cameraType == 0 ? originalShadowBias : originalShadowBias * 15;
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