Fallow and name fix
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@@ -73,7 +73,7 @@ struct LightResult {
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};
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};
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float CalcAttenuation(float radius, float dist, float falloff) {
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float CalcAttenuation(float radius, float dist, float falloff) {
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return 1.0 - smoothstep(radius * 0.3, radius, dist);
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return 1.0 - smoothstep(radius * falloff, radius, dist);
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}
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}
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vec4 CalcSpecular(vec4 lightColor, vec4 viewVec, vec4 lightVec, vec4 normal) {
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vec4 CalcSpecular(vec4 lightColor, vec4 viewVec, vec4 lightVec, vec4 normal) {
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@@ -122,7 +122,7 @@ void DrawBloomPass::Draw(GLuint texture)
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}
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}
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void DrawBloomPass::OnWindowRezise()
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void DrawBloomPass::OnWindowResize()
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{
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{
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GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
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GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
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m_GaussianFrameBuffer_vert.Generate();
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m_GaussianFrameBuffer_vert.Generate();
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@@ -29,7 +29,7 @@ void Renderer::glfwFrameBufferCallback(GLFWwindow* window, int width, int height
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currentRenderer->m_DrawFinalPass->OnWindowResize();
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currentRenderer->m_DrawFinalPass->OnWindowResize();
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currentRenderer->m_LightCullingPass->OnWindowResize();
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currentRenderer->m_LightCullingPass->OnWindowResize();
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currentRenderer->m_PickingPass->OnWindowResize();
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currentRenderer->m_PickingPass->OnWindowResize();
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currentRenderer->m_DrawBloomPass->OnWindowRezise();
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currentRenderer->m_DrawBloomPass->OnWindowResize();
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}
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}
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void Renderer::InitializeWindow()
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void Renderer::InitializeWindow()
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