Updating the shader for shader for cascaded shadow maps. It should be applying the right matrix and texture depending on which cascade a fragment falls into. Some more testing will be needed to see if this is working correctly.
Removing duplicate code and warnings from gpu_shader_material.glsl with regards to point and sun light shadows.
Removing some checks from test_shadowbuf in gpu_shader_material.glsl as they were for sun lights, which now have a different code path.
Adding support for variance shadow maps back to sun lights, and removing some now unnecessary checks from test_shadowbuf_vsm in gpu_material.c.
Cleaning up gpu_material.c a bit by removing some duplicate code and moving the crop matrix calculation out of GPU_lamp_shadow_buffer_bind (the function was getting quite large).
Removing the frustum size option from sun lamps as this no longer does anything.
Hiding the bleed bias option when a light is not using variance shadow maps, as it has no affect otherwise.
Scaling the cubemap lookup for point light shadows to remove artifacts along the cube seams. Also getting rid of the hard coded resolution being used for the indirection maps and using the correct resolution from the lamp.
Blurring the variance shadow maps on point lights causes artifacts. Disabling for now.