Buggy transparent shadows.
Transparent textures might glow.
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@@ -147,6 +147,8 @@ void ShadowPass::InitializeShaderPrograms()
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m_ShadowProgram->Compile();
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m_ShadowProgram->BindFragDataLocation(0, "ShadowMap");
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m_ShadowProgram->Link();
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}
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void ShadowPass::ClearBuffer()
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@@ -241,6 +243,15 @@ void ShadowPass::Draw(RenderScene & scene)
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(objectJob);
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
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glUniform1f(glGetUniformLocation(shaderHandle, "Alpha"), modelJob->Color.a);
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glActiveTexture(GL_TEXTURE12);
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if (modelJob->DiffuseTexture != nullptr) {
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glBindTexture(GL_TEXTURE_2D, modelJob->DiffuseTexture->m_Texture);
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}
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else {
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glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
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}
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glBindVertexArray(modelJob->Model->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
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