EditorRenderSystem that draws normally invisible cameras and AABBs
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@@ -164,7 +164,7 @@ struct ModelJob : RenderJob
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std::vector<const ::RawModel::TextureProperties*> SpecularTexture;
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std::vector<const ::RawModel::TextureProperties*> IncandescenceTexture;
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float Shininess = 0.f;
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glm::vec4 Color;
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glm::vec4 Color = glm::vec4(1.f, 1.f, 1.f, 1.f);
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const ::Model* Model = nullptr;
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::Skeleton* Skeleton = nullptr;
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std::vector<::Skeleton::AnimationData> Animations;
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@@ -182,6 +182,7 @@ struct ModelJob : RenderJob
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glm::vec4 FillColor = glm::vec4(0);
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float FillPercentage = 0.0;
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bool IsShielded;
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bool Wireframe = false;
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void CalculateHash() override
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{
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Hash = ShaderID << 20 + ModelID << 10 + TextureID;
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