Transparancy with shild fix
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@@ -18,7 +18,7 @@
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struct ModelJob : RenderJob
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{
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ModelJob(Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matProp, ComponentWrapper modelComponent, World* world, glm::vec4 fillColor, float fillPercentage)
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ModelJob(Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matProp, ComponentWrapper modelComponent, World* world, glm::vec4 fillColor, float fillPercentage, bool isShielded)
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: RenderJob()
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{
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Model = model;
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@@ -117,7 +117,7 @@ struct ModelJob : RenderJob
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FillColor = fillColor;
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FillPercentage = fillPercentage;
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IsShielded = isShielded;
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if (model->IsSkinned()) {
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Skeleton = Model->m_RawModel->m_Skeleton;
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@@ -181,7 +181,7 @@ struct ModelJob : RenderJob
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glm::vec4 FillColor = glm::vec4(0);
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float FillPercentage = 0.0;
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bool IsShielded;
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void CalculateHash() override
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{
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Hash = ShaderID << 20 + ModelID << 10 + TextureID;
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