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this is a rough implementation of a shadow cache. shadows will be stored in a single large texture and bound once to the pipeline. the plan is to also pull in part of the forward+ to run the point-lights in a single pass. rendering spheres tends to produce lots and lots of overdraw.
this is generally accepted as the more optimal solution.
https://wickedengine.net/2018/01/10/optimizing-tile-based-light-culling/