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implement occlusion culling, reduce draw calls but introduce new compute overhead
vertex shader don't have to process occluded objects
current implementation does not improve FPS but open new possibility to do so
rework Camera API, Camera now responsible for defining viewport, render features, visibility
eliminate 2 concepts: render target and visibility task. now user only think about setting up camera
spot light now cost 2 depth map textures (2MB). point light now cost 6 depth map textures (6MB). they used to cost 7 depth map textures (7MB) regardless of light type