Commiting the files since they didn't get commited
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@@ -15,7 +15,7 @@ public:
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void GenerateCubeMapTexture();
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void GenerateCubeMapTexture();
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//GLuint CubeMapTexture() const { return m_CubeMapTexture; }
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//GLuint CubeMapTexture() const { return m_CubeMapTexture; }
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GLuint m_CubeMapTexture = -1;
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GLuint m_CubeMapTexture = 0;
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private:
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private:
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IRenderer* m_Renderer;
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IRenderer* m_Renderer;
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@@ -52,11 +52,11 @@ private:
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FrameBuffer m_FinalPassFrameBuffer;
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FrameBuffer m_FinalPassFrameBuffer;
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FrameBuffer m_ShieldDepthFrameBuffer;
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FrameBuffer m_ShieldDepthFrameBuffer;
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GLuint m_BloomTexture;
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GLuint m_BloomTexture = 0;
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GLuint m_SceneTexture;
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GLuint m_SceneTexture = 0;
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GLuint m_DepthBuffer;
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GLuint m_DepthBuffer = 0;
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GLuint m_ShieldBuffer;
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GLuint m_ShieldBuffer = 0;
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GLuint m_CubeMapTexture;
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GLuint m_CubeMapTexture = 0;
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//maqke this component based i guess?
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//maqke this component based i guess?
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GLuint m_ShieldPixelRate = 16;
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GLuint m_ShieldPixelRate = 16;
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@@ -52,8 +52,8 @@ private:
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std::unordered_map<glm::ivec2, PickingInfo> m_PickingColorsToEntity;
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std::unordered_map<glm::ivec2, PickingInfo> m_PickingColorsToEntity;
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GLuint m_PickingTexture;
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GLuint m_PickingTexture = 0;
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GLuint m_DepthBuffer;
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GLuint m_DepthBuffer = 0;
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FrameBuffer m_PickingBuffer;
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FrameBuffer m_PickingBuffer;
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