ShaderProgram is now a Resource.
All shaderprograms are now pointers and loaded with Resourcemanager.
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@@ -34,11 +34,13 @@ void PickingPass::InitializeFrameBuffers()
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void PickingPass::InitializeShaderPrograms()
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{
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m_PickingProgram.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Picking.vert.glsl")));
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m_PickingProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Picking.frag.glsl")));
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m_PickingProgram.Compile();
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m_PickingProgram.BindFragDataLocation(0, "TextureFragment");
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m_PickingProgram.Link();
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m_PickingProgram = ResourceManager::Load<ShaderProgram>("#PickingProgram");
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m_PickingProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Picking.vert.glsl")));
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m_PickingProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Picking.frag.glsl")));
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m_PickingProgram->Compile();
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m_PickingProgram->BindFragDataLocation(0, "TextureFragment");
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m_PickingProgram->Link();
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}
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void PickingPass::Draw(RenderQueueCollection& rq)
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@@ -50,8 +52,8 @@ void PickingPass::Draw(RenderQueueCollection& rq)
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int g = 0;
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//TODO: Render: Add code for more jobs than modeljobs.
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GLuint ShaderHandle = m_PickingProgram.GetHandle();
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m_PickingProgram.Bind();
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GLuint ShaderHandle = m_PickingProgram->GetHandle();
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m_PickingProgram->Bind();
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for (auto &job : rq.Forward) {
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
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