static void CalculateOrthoShadow( const CCameraEntity& cam, Light& light )
{
	SVector3 target = gCasterBounds.getCenter();
	SVector3 size = gCasterBounds.getMax() - gCasterBounds.getMin();
	float radius = size.length() * 0.5f;
	
	// figure out the light camera matrix that encloses whole scene
	light.mWorldMat.spaceFromAxisZ();
	light.mWorldMat.getOrigin() = target - light.mWorldMat.getAxisZ() * radius;
	light.setOrthoParams( radius*2, radius*2, radius*0.1f, radius*2 );
	light.setOntoRenderContext();
}