Some wierd shader faults and merge error fixe
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@@ -1,4 +1,5 @@
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#version 430
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#extension GL_EXT_gpu_shader4 : enable
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layout (binding = 0) uniform sampler2D Texture;
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@@ -1,4 +1,5 @@
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#version 430
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#extension GL_EXT_gpu_shader4 : enable
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layout (binding = 0) uniform sampler2D Texture;
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@@ -35,15 +35,12 @@ bool RenderSystem::isChildOfACamera(EntityWrapper entity)
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{
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return entity.FirstParentWithComponent("Camera").Valid();
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}
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void RenderSystem::fillModels(std::list<std::shared_ptr<RenderJob>>& opaqueJobs, std::list<std::shared_ptr<RenderJob>>& transparentJobs)
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place me somewhere
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bool RenderSystem::isChildOfCurrentCamera(EntityWrapper entity)
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{
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return entity == m_CurrentCamera || entity.IsChildOf(m_CurrentCamera);
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}
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void RenderSystem::fillModels(std::list<std::shared_ptr<RenderJob>>& opaqueJobs, std::list<std::shared_ptr<RenderJob>>& transparentJobs)
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{
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auto models = m_World->GetComponents("Model");
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if (models == nullptr) {
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@@ -110,10 +107,10 @@ bool RenderSystem::isChildOfCurrentCamera(EntityWrapper entity)
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fillPercentage
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));
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if(explosionEffectJob->Color.a != 1.f || explosionEffectJob->EndColor.a != 1.f || explosionEffectJob->DiffuseColor.a != 1.f) {
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modelComponent["Transparent"] = true;
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cModel["Transparent"] = true;
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}
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if (modelComponent["Transparent"]) {
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if (cModel["Transparent"]) {
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transparentJobs.push_back(explosionEffectJob);
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} else {
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opaqueJobs.push_back(explosionEffectJob);
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@@ -130,9 +127,9 @@ bool RenderSystem::isChildOfCurrentCamera(EntityWrapper entity)
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fillPercentage
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));
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if (modelJob->Color.a != 1.f || modelJob->DiffuseColor.a != 1.f) {
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modelComponent["Transparent"] = true;
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cModel["Transparent"] = true;
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}
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if (modelComponent["Transparent"]) {
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if (cModel["Transparent"]) {
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transparentJobs.push_back(modelJob);
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} else {
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opaqueJobs.push_back(modelJob);
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