Fixed depth sorting for HUD elements.
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@@ -623,9 +623,13 @@ void DrawFinalPass::DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, Rend
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for(auto& job : jobs) {
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auto spriteJob = std::dynamic_pointer_cast<SpriteJob>(job);
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RenderState jobState;
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if (spriteJob) {
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if(spriteJob->Depth == 0)
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{
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jobState.Disable(GL_DEPTH_TEST);
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}
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(spriteJob->Matrix));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
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