Frustum culling now works correctly for all resolutions
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@@ -36,6 +36,7 @@ void DrawFinalPass::Draw(RenderScene& scene)
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Renderer->Camera()->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_Renderer->Camera()->ProjectionMatrix()));
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glUniform2f(glGetUniformLocation(shaderHandle, "ScreenDimensions"), m_Renderer->Resolution().Width, m_Renderer->Resolution().Height);
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//TODO: Render: Add code for more jobs than modeljobs.
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for (auto &job : scene.ForwardJobs) {
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