got a good obj file, finally
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@@ -290,11 +290,6 @@ impl RenderState {
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}],
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});
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/*
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There appear to be two passes required for shadows, the shadow pass, and the forward pass
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Need to open this up in renderdoc and see what it's actually doing
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*/
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let shadow_pass = {
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let uniform_size = mem::size_of::<ShadowUniforms>() as wgpu::BufferAddress;
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