Before this change,
the member type and member name are at one place,
and the member name and uniform name are at another place.
If the uniform name is written directly at the member declaration,
the member type, member name and uniform name are all at one place,
which leads to shorter code and may be easier to read.
* Pass perspective distortion parameters as uniforms
* Set all perspective bias parameters via ShadowRenderer
* Recalibrate perspective distortion and shadow range to render less shadow geometry with the same quality and observed shadow distance