Merge remote-tracking branch 'origin/master' into Forward+
# Conflicts: # src/Engine/Rendering/DrawFinalPassState.cpp # src/Engine/Rendering/PickingPass.cpp # src/Engine/Rendering/Renderer.cpp
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@@ -50,15 +50,20 @@ void DrawFinalPass::Draw(RenderScene& scene)
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m_BloomFrameBuffer.Bind(); //in i state
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DrawFinalPassState state;
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m_ForwardPlusProgram->Bind();
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GLuint shaderHandle = m_ForwardPlusProgram->GetHandle();
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if (scene.ClearDepth) {
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glClear(GL_DEPTH_BUFFER_BIT);
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}
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_LightCullingPass->LightSSBO());
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightCullingPass->LightGridSSBO());
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightCullingPass->LightIndexSSBO());
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Renderer->Camera()->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_Renderer->Camera()->ProjectionMatrix()));
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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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glUniform2f(glGetUniformLocation(shaderHandle, "ScreenDimensions"), m_Renderer->Resolution().Width, m_Renderer->Resolution().Height);
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//TODO: Render: Add code for more jobs than modeljobs.
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