Maximum number of simultaneous AreaLights supported by shader forward pipelines. Raising this
requires also raising every hardcoded AreaLight u_areaLights[4] GLSL array declaration in
lockstep -- GLSL can't import a TS constant, so these are kept in sync by hand:
web_gl2/chunks/lights.frag.glsl, web_gl2/chunks/base_vertex_header.vert.glsl,
core/materials/shaders/FluidSurface.vert.glsl.
Maximum number of simultaneous AreaLights supported by shader forward pipelines. Raising this requires also raising every hardcoded
AreaLight u_areaLights[4]GLSL array declaration in lockstep -- GLSL can't import a TS constant, so these are kept in sync by hand:web_gl2/chunks/lights.frag.glsl,web_gl2/chunks/base_vertex_header.vert.glsl,core/materials/shaders/FluidSurface.vert.glsl.