Fixed depth sorting for HUD elements.
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@@ -17,7 +17,7 @@
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struct SpriteJob : RenderJob
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{
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SpriteJob(ComponentWrapper cSprite, Camera* camera, glm::mat4 matrix, World* world, glm::vec4 fillColor, float fillPercentage)
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SpriteJob(ComponentWrapper cSprite, Camera* camera, glm::mat4 matrix, World* world, glm::vec4 fillColor, float fillPercentage, bool depthSorted)
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: RenderJob()
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{
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Model = ResourceManager::Load<::Model>("Models/Core/UnitQuad.mesh");
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@@ -34,8 +34,11 @@ struct SpriteJob : RenderJob
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Color = cSprite["Color"];
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Entity = cSprite.EntityID;
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Position = Transform::AbsolutePosition(world, cSprite.EntityID);
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glm::vec3 viewpos = glm::vec3(camera->ViewMatrix() * glm::vec4(Position, 1));
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Depth = viewpos.z;
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Depth = 0;
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if (depthSorted) {
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glm::vec3 viewpos = glm::vec3(camera->ViewMatrix() * glm::vec4(Position, 1));
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Depth = viewpos.z;
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}
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World = world;
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FillColor = fillColor;
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