Always bind shadow textures
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@@ -1654,16 +1654,16 @@ static void draw_pass_3d_shadow_set(Shadow* shad) {
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rctx->obj_scene.set_g_self_shadow_receivers(i, view);
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}
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for (int32_t i = 0, j = 0; i < 2; i++) {
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if (!shad->field_2F0[i]) {
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gl_state_active_bind_texture_2d(6 + j, rctx->empty_texture_2d);
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continue;
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int32_t j = 0;
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for (int32_t i = 0; i < 2; i++)
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if (shad->field_2F0[i]) {
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gl_state_active_bind_texture_2d(6 + j, shad->curr_render_textures[1 + i]->GetColorTex());
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glTexParameterfDLL(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 16.0f);
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j++;
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}
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gl_state_active_bind_texture_2d(6 + j, shad->curr_render_textures[1 + i]->GetColorTex());
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glTexParameterfDLL(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 16.0f);
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j++;
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}
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for (; j < 2; j++)
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gl_state_active_bind_texture_2d(6 + j, rctx->empty_texture_2d);
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gl_state_active_texture(0);
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light_set* set = &light_set_data[LIGHT_SET_MAIN];
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