diff --git a/resources/Shaders/Gaussian_horiz.frag.glsl b/resources/Shaders/Gaussian_horiz.frag.glsl index a5606372..6a9572c2 100644 --- a/resources/Shaders/Gaussian_horiz.frag.glsl +++ b/resources/Shaders/Gaussian_horiz.frag.glsl @@ -1,4 +1,5 @@ #version 430 +#extension GL_EXT_gpu_shader4 : enable layout (binding = 0) uniform sampler2D Texture; diff --git a/resources/Shaders/Gaussian_vert.frag.glsl b/resources/Shaders/Gaussian_vert.frag.glsl index 34803b08..8b0e861a 100644 --- a/resources/Shaders/Gaussian_vert.frag.glsl +++ b/resources/Shaders/Gaussian_vert.frag.glsl @@ -1,4 +1,5 @@ #version 430 +#extension GL_EXT_gpu_shader4 : enable layout (binding = 0) uniform sampler2D Texture; diff --git a/src/Engine/Rendering/RenderSystem.cpp b/src/Engine/Rendering/RenderSystem.cpp index 71072a5b..a0912a45 100644 --- a/src/Engine/Rendering/RenderSystem.cpp +++ b/src/Engine/Rendering/RenderSystem.cpp @@ -35,15 +35,12 @@ bool RenderSystem::isChildOfACamera(EntityWrapper entity) { return entity.FirstParentWithComponent("Camera").Valid(); } -void RenderSystem::fillModels(std::list>& opaqueJobs, std::list>& transparentJobs) - -place me somewhere - bool RenderSystem::isChildOfCurrentCamera(EntityWrapper entity) { return entity == m_CurrentCamera || entity.IsChildOf(m_CurrentCamera); } +void RenderSystem::fillModels(std::list>& opaqueJobs, std::list>& transparentJobs) { auto models = m_World->GetComponents("Model"); if (models == nullptr) { @@ -110,10 +107,10 @@ bool RenderSystem::isChildOfCurrentCamera(EntityWrapper entity) fillPercentage )); if(explosionEffectJob->Color.a != 1.f || explosionEffectJob->EndColor.a != 1.f || explosionEffectJob->DiffuseColor.a != 1.f) { - modelComponent["Transparent"] = true; + cModel["Transparent"] = true; } - if (modelComponent["Transparent"]) { + if (cModel["Transparent"]) { transparentJobs.push_back(explosionEffectJob); } else { opaqueJobs.push_back(explosionEffectJob); @@ -130,9 +127,9 @@ bool RenderSystem::isChildOfCurrentCamera(EntityWrapper entity) fillPercentage )); if (modelJob->Color.a != 1.f || modelJob->DiffuseColor.a != 1.f) { - modelComponent["Transparent"] = true; + cModel["Transparent"] = true; } - if (modelComponent["Transparent"]) { + if (cModel["Transparent"]) { transparentJobs.push_back(modelJob); } else { opaqueJobs.push_back(modelJob);