Some merge fixes and some sprite fixes.
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@@ -28,15 +28,7 @@ struct SpriteJob : RenderJob
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DiffuseTexture = CommonFunctions::TryLoadResource<TextureSprite, true>(cSprite["DiffuseTexture"]);
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IncandescenceTexture = CommonFunctions::TryLoadResource<TextureSprite, true>(cSprite["GlowMap"]);
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if ((bool)cSprite["Linear"]) {
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glBindTexture(GL_TEXTURE_2D, DiffuseTexture->m_Texture);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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} else {
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glBindTexture(GL_TEXTURE_2D, DiffuseTexture->m_Texture);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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}
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Linear = (bool)cSprite["Linear"];
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StartIndex = matProp.material->StartIndex;
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EndIndex = matProp.material->EndIndex;
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@@ -60,21 +52,23 @@ struct SpriteJob : RenderJob
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glm::vec3 scale = Transform::AbsoluteScale(world, cSprite.EntityID);
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if((bool)cSprite["KeepRatioX"] == true) {
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ScaleX = scale.x;
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}
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if ((bool)cSprite["KeepRatioY"] == true) {
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ScaleY = scale.y;
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}
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if((bool)cSprite["KeepRatio"] == true) {
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if(scale.y >= scale.x) {
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ScaleY = (scale.x)/(scale.y);
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ScaleX = 1;
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ScaleX = 1.f;
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} else {
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ScaleY = 1;
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ScaleY = 1.f;
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ScaleX = (scale.x)/(scale.y);
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}
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} else {
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if ((bool)cSprite["KeepRatioX"] == true) {
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ScaleX = scale.x;
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}
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if ((bool)cSprite["KeepRatioY"] == true) {
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ScaleY = scale.y;
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}
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}
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};
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unsigned int TextureID;
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@@ -18,13 +18,4 @@ void main()
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result += textureLod(Texture, Input.TextureCoordinate, i);
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}
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fragmentColor = result;
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/*
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vec4 texel0 = textureLod(Texture, Input.TextureCoordinate, 0);
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vec4 texel1 = textureLod(Texture, Input.TextureCoordinate, 1);
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vec4 texel2 = textureLod(Texture, Input.TextureCoordinate, 2);
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vec4 texel3 = textureLod(Texture, Input.TextureCoordinate, 3);
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vec4 texel4 = textureLod(Texture, Input.TextureCoordinate, 4);
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fragmentColor = texel0 + texel1 + texel2 + texel3 + texel4;*/
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}
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@@ -1291,12 +1291,18 @@ void DrawFinalPass::DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, Rend
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glActiveTexture(GL_TEXTURE1);
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if (spriteJob->DiffuseTexture != nullptr) {
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glBindTexture(GL_TEXTURE_2D, spriteJob->DiffuseTexture->m_Texture);
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if (spriteJob->Linear) {
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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} else {
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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}
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} else {
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glBindTexture(GL_TEXTURE_2D, m_ErrorTexture->m_Texture);
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}
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glActiveTexture(GL_TEXTURE2);
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if (spriteJob->IncandescenceTexture != nullptr) {
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glBindTexture(GL_TEXTURE_2D, spriteJob->IncandescenceTexture->m_Texture);
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