Camera Switch event now working, Camera models Rotation still bugged
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@@ -1,6 +1,6 @@
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<c:Camera>
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<AspectRatio>1.77</AspectRatio>
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<FOV>90</FOV>
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<FOV>60.0</FOV>
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<NearClip>0.01</NearClip>
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<FarClip>5000</FarClip>
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</c:Camera>
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@@ -13,8 +13,22 @@
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<Entity>
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<Components>
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<c:Transform>
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<Scale X="1" Y="1" Z="1"/>
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</c:Transform>
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<c:Model>
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<Resource>Models/Camera.obj</Resource>
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</c:Model>
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<c:Camera>
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</c:Camera>
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</Components>
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</Entity>
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<Entity>
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<Components>
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<c:Transform>
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<Position X="10" Y="5" Z="5"/>
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</c:Transform>
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<c:Model>
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<Resource>Models/Camera.obj</Resource>
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</c:Model>
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<c:Camera>
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</c:Camera>
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</Components>
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@@ -1,8 +1,6 @@
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#version 430
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uniform mat4 M;
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uniform mat4 V;
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uniform mat4 P;
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uniform mat4 Matrix;
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uniform vec4 Color;
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uniform sampler2D texture0;
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@@ -1,8 +1,6 @@
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#version 430
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uniform mat4 M;
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uniform mat4 V;
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uniform mat4 P;
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uniform mat4 Matrix;
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layout(location = 0) in vec3 Position;
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layout(location = 1) in vec3 Normal;
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@@ -25,7 +23,7 @@ out VertexData{
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void main()
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{
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gl_Position = P*V*M * vec4(Position, 1.0);
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gl_Position = Matrix * vec4(Position, 1.0);
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Output.Position = Position;
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Output.TextureCoordinate = TextureCoords;
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@@ -1,8 +1,6 @@
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#version 430
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uniform mat4 M;
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uniform mat4 V;
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uniform mat4 P;
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uniform mat4 Matrix;
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layout(location = 0) in vec3 Position;
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layout(location = 1) in vec3 Normal;
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@@ -22,7 +20,7 @@ out VertexData{
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void main()
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{
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gl_Position = P*V*M * vec4(Position, 1.0);
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gl_Position = Matrix * vec4(Position, 1.0);
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Output.Position = Position;
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}
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