Fixed skinned models not being able to be shielded
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@@ -1232,7 +1232,7 @@ void DrawFinalPass::DrawToDepthStencilBuffer(std::list<std::shared_ptr<RenderJob
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} else {
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} else {
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frameBones = modelJob->Skeleton->GetTPose();
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frameBones = modelJob->Skeleton->GetTPose();
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}
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}
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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} else {
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} else {
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if (lastShader != m_FillDepthStencilBufferProgram->GetHandle()) {
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if (lastShader != m_FillDepthStencilBufferProgram->GetHandle()) {
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