Glow Intencity can now be changed in the model component.
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@@ -738,6 +738,8 @@ void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<E
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glUniform1f(glGetUniformLocation(shaderHandle, "FillPercentage"), job->FillPercentage);
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GLERROR("Bind 19 uniform");
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glUniform4fv(glGetUniformLocation(shaderHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
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GLERROR("Bind 20 uniform");
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glUniform1f(glGetUniformLocation(shaderHandle, "GlowIntensity"), job->GlowIntencity);
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GLERROR("END");
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}
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@@ -773,6 +775,11 @@ void DrawFinalPass::BindModelUniforms(GLuint shaderHandle, std::shared_ptr<Model
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GLint Location_AmbientColor = glGetUniformLocation(shaderHandle, "AmbientColor");
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glUniform4fv(Location_AmbientColor, 1, glm::value_ptr(scene.AmbientColor));
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GLERROR("Bind 10 uniform");
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GLint Location_GlowIntensity = glGetUniformLocation(shaderHandle, "GlowIntensity");
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glUniform1f(Location_GlowIntensity, job->GlowIntencity);
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GLERROR("END");
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}
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