Removed temp variables & the "forced" animation in DrawFinalPass
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@@ -4,6 +4,7 @@ uniform mat4 M;
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uniform mat4 V;
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uniform mat4 P;
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uniform vec4 Color;
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uniform vec4 DiffuseColor;
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uniform vec2 ScreenDimensions;
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layout (binding = 0) uniform sampler2D DiffuseTexture;
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layout (binding = 1) uniform sampler2D GlowMap;
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@@ -46,7 +47,6 @@ in VertexData{
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vec3 Position;
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vec3 Normal;
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vec2 TextureCoordinate;
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vec4 DiffuseColor;
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}Input;
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out vec4 sceneColor;
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@@ -135,7 +135,7 @@ void main()
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}
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//sceneColor += Input.DiffuseColor;
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vec4 color_result = Input.DiffuseColor * (totalLighting.Diffuse + totalLighting.Specular) * diffuseTexel * Color;
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vec4 color_result = DiffuseColor * (totalLighting.Diffuse + totalLighting.Specular) * diffuseTexel * Color;
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//bloomColor = vec4(0.3, 0.8, 0.6, 1.0);
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sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1));
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//These if statements should be removed if they are slow.
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