WIP
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@@ -183,7 +183,7 @@ struct ModelJob : RenderJob
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void CalculateHash() override
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{
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Hash = TextureID + ModelID << 10 + ShaderID << 20;
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Hash = ShaderID << 20 + ModelID << 10 + TextureID;
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}
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};
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@@ -17,7 +17,7 @@
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struct SpriteJob : RenderJob
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{
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SpriteJob(ComponentWrapper cSprite, Camera* camera, glm::mat4 matrix, World* world, glm::vec4 fillColor, float fillPercentage, bool depthSorted)
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SpriteJob(ComponentWrapper cSprite, Camera* camera, glm::mat4 matrix, World* world, glm::vec4 fillColor, float fillPercentage, bool depthSorted, bool isIndicator)
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: RenderJob()
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{
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Model = ResourceManager::Load<::Model>("Models/Core/UnitQuad.mesh");
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@@ -30,7 +30,7 @@ struct SpriteJob : RenderJob
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StartIndex = matProp.material->StartIndex;
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EndIndex = matProp.material->EndIndex;
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Matrix = matrix;
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Matrix = matrix;
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Color = cSprite["Color"];
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Entity = cSprite.EntityID;
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Position = Transform::AbsolutePosition(world, cSprite.EntityID);
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@@ -40,7 +40,7 @@ struct SpriteJob : RenderJob
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Depth = viewpos.z;
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}
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World = world;
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IsIndicator = isIndicator;
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FillColor = fillColor;
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FillPercentage = fillPercentage;
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};
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@@ -61,6 +61,8 @@ struct SpriteJob : RenderJob
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unsigned int EndIndex = 0;
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World* World;
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bool IsIndicator = false;
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glm::vec4 FillColor = glm::vec4(0);
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float FillPercentage = 0.0;
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