The shadows are working
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@@ -1014,6 +1014,14 @@ void DrawFinalPass::BindModelTextures(GLuint shaderHandle, std::shared_ptr<Model
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glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture);
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glUniform2fv(glGetUniformLocation(shaderHandle, "GlowUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
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}
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glActiveTexture(GL_TEXTURE6);
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if (m_ShadowPass->DepthMap() != NULL) {
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glBindTexture(GL_TEXTURE_2D_ARRAY, m_ShadowPass->DepthMap());
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}
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else {
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glBindTexture(GL_TEXTURE_2D_ARRAY, m_WhiteTexture->m_Texture);
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}
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break;
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}
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case RawModel::MaterialType::SplatMapping:
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@@ -1081,15 +1089,5 @@ void DrawFinalPass::BindModelTextures(GLuint shaderHandle, std::shared_ptr<Model
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break;
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}
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}
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glActiveTexture(GL_TEXTURE4);
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if (m_ShadowPass->DepthMap() != NULL) {
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glBindTexture(GL_TEXTURE_2D_ARRAY, m_ShadowPass->DepthMap());
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}
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else {
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glBindTexture(GL_TEXTURE_2D_ARRAY, m_WhiteTexture->m_Texture);
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}
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}
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@@ -253,8 +253,8 @@ void ShadowPass::Draw(RenderScene & scene)
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
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glUniform1f(glGetUniformLocation(shaderHandle, "Alpha"), modelJob->Color.a);
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switch (modelJob->Type) {
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/*switch (modelJob->Type) {
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case RawModel::MaterialType::SingleTextures:
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case RawModel::MaterialType::Basic:
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{
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@@ -275,7 +275,7 @@ void ShadowPass::Draw(RenderScene & scene)
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glUniform2fv(glGetUniformLocation(shaderHandle, "DiffuseUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
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break;
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}
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}
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}*/
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glBindVertexArray(modelJob->Model->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
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