Fix the remainder of errors. Might have borked splatmap in the process.
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@@ -368,6 +368,13 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, SSAOTexture);
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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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for (auto &job : jobs) {
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auto explosionEffectJob = std::dynamic_pointer_cast<ExplosionEffectJob>(job);
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@@ -1017,13 +1024,6 @@ void DrawFinalPass::BindModelTextures(GLuint shaderHandle, std::shared_ptr<Model
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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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