Changed color values from floats to glm::vec4
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@@ -24,6 +24,10 @@ struct ModelJob : RenderJob
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DiffuseTexture = matGroup.Texture.get();
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NormalTexture = matGroup.NormalMap.get();
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SpecularTexture = matGroup.SpecularMap.get();
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IncandescenceTexture = matGroup.IncandescenceMap.get();
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DiffuseColor = matGroup.DiffuseColor;
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SpecularColor = matGroup.SpecularColor;
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IncandescenceColor = matGroup.IncandescenceColor;
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StartIndex = matGroup.StartIndex;
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EndIndex = matGroup.EndIndex;
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Matrix = matrix;
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@@ -43,9 +47,13 @@ struct ModelJob : RenderJob
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const Texture* DiffuseTexture;
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const Texture* NormalTexture;
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const Texture* SpecularTexture;
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const Texture* IncandescenceTexture;
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float Shininess = 0.f;
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glm::vec4 Color;
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const ::Model* Model = nullptr;
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glm::vec4 DiffuseColor;
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glm::vec4 SpecularColor;
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glm::vec4 IncandescenceColor;
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unsigned int StartIndex = 0;
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unsigned int EndIndex = 0;
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World* World;
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@@ -48,9 +48,9 @@ public:
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{
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float SpecularExponent;
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float ReflectionFactor;
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float DiffuseColor[3];
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float SpecularColor[3];
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float IncandescenceColor[3];
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glm::vec4 DiffuseColor{ 1.0f, 1.0f, 1.0f, 1.0f };
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glm::vec4 SpecularColor{ 1.0f, 1.0f, 1.0f, 1.0f };
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glm::vec4 IncandescenceColor{ 1.0f, 1.0f, 1.0f, 1.0f };
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unsigned int StartIndex;
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unsigned int EndIndex;
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//float Transparency;
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