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@@ -961,9 +961,8 @@ void DrawFinalPass::DrawToDepthStencilBuffer(std::list<std::shared_ptr<RenderJob
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if(modelJob->Model->IsSkinned()) {
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m_FillDepthStencilBufferSkinnedProgram->Bind();
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GLuint shaderHandle = m_FillDepthStencilBufferSkinnedProgram->GetHandle();
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * modelJob->Matrix));
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GLERROR("Bind PVM uniform");
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std::vector<glm::mat4> frameBones;
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if (modelJob->BlendTree != nullptr) {
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@@ -976,9 +975,8 @@ void DrawFinalPass::DrawToDepthStencilBuffer(std::list<std::shared_ptr<RenderJob
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} else {
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m_FillDepthStencilBufferProgram->Bind();
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GLuint shaderHandle = m_FillDepthStencilBufferProgram->GetHandle();
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * modelJob->Matrix));
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GLERROR("Bind PVM uniform");
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}
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@@ -1008,8 +1006,8 @@ void DrawFinalPass::DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, Rend
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if(spriteJob->Depth == 0) {
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jobState.Disable(GL_DEPTH_TEST);
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}
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(spriteJob->Matrix));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * spriteJob->Matrix));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
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glUniform3fv(glGetUniformLocation(shaderHandle, "CameraPos"), 1, glm::value_ptr(scene.Camera->Position()));
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glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(spriteJob->Color));
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@@ -1049,6 +1047,12 @@ void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<E
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GLERROR("Bind 3 uniform");
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
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GLERROR("Bind 4 uniform");
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * job->Matrix));
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GLERROR("Bind PVM uniform");
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "VM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix() * job->Matrix));
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GLERROR("Bind VM uniform");
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "TIM"), 1, GL_FALSE, glm::value_ptr(glm::transpose(glm::inverse(job->Matrix))));
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GLERROR("Bind TIM uniform");
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glUniform2f(glGetUniformLocation(shaderHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
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GLERROR("Bind 5 uniform");
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@@ -1101,6 +1105,12 @@ void DrawFinalPass::BindModelUniforms(GLuint shaderHandle, std::shared_ptr<Model
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GLint Location_P = glGetUniformLocation(shaderHandle, "P");
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glUniformMatrix4fv(Location_P, 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
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GLERROR("Bind 4 uniform");
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * job->Matrix));
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GLERROR("Bind PVM uniform");
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "VM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix() * job->Matrix));
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GLERROR("Bind VM uniform");
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "TIM"), 1, GL_FALSE, glm::value_ptr(glm::transpose(glm::inverse(job->Matrix))));
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GLERROR("Bind TIM uniform");
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GLint Location_ScreenDimensions = glGetUniformLocation(shaderHandle, "ScreenDimensions");
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glUniform2f(Location_ScreenDimensions, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
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