message: Fix typo that broke the directional shadowmap
diff: @@ -1069,6 +1069,8 @@ void ShadowMap::visitScene(const FScene& scene, uint32_t visibleLayers,
  void ShadowMap::initSceneInfo(FScene const& scene, filament::CameraInfo const& camera,
  ShadowMap::SceneInfo& sceneInfo) {
  + sceneInfo.vsNearFar = { std::numeric_limits<float>::lowest(), std::numeric_limits<float>::max() };
  +
  // We assume the light is at the origin to compute the SceneInfo. This is consumed later by
  // computeShadowCameraDirectional() which takes this into account.
  const mat4f V = camera.view;
  @@ -1098,7 +1100,6 @@ void ShadowMap::initSceneInfo(FScene const& scene, filament::CameraInfo const& c
  void ShadowMap::updateSceneInfo(const mat4f& Mv, FScene const& scene,
  ShadowMap::SceneInfo& sceneInfo) {
  sceneInfo.lsNearFar = { std::numeric_limits<float>::lowest(), std::numeric_limits<float>::max() };
  - sceneInfo.vsNearFar = { std::numeric_limits<float>::lowest(), std::numeric_limits<float>::max() };
  visitScene(scene, sceneInfo.visibleLayers,
  [&](Aabb caster) {
  float2 nf = ShadowMap::computeNearFar(Mv, caster);
  