Fixed a bug where you could not have more than one particle group
This commit is contained in:
+19
-24
@@ -72,37 +72,32 @@ private:
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ShaderProgram* m_spDeferred3;
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ShaderProgram* m_spForward;
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ShaderProgram* m_spScreen;
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ShaderProgram* t_m_spWater;
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ShaderProgram* t_m_spWater2;
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ShaderProgram*m_spWater;
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ShaderProgram*m_spWater2;
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GLuint m_ScreenQuad = 0;
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Model* m_UnitSphere = nullptr;
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Model* m_UnitQuad = nullptr;
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Texture* m_StandardNormal;
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Texture* m_StandardSpecular;
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Texture* t_m_WhiteSphereTexture;
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GLuint m_rbDepthBuffer = 0;
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GLuint m_fbDeferred1 = 0;
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GLuint m_GDiffuse = 0;
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GLuint m_GPosition = 0;
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GLuint m_GNormal = 0;
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GLuint m_GSpecular = 0;
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GLuint m_fbDeferred2 = 0;
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GLuint m_tLighting = 0;
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GLuint m_fbDeferred3 = 0;
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GLuint m_tFinal = 0;
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//Water GTexture
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GLuint t_m_Gwater = 0;
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//Water blur texture
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GLuint t_m_BWater;
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GLuint t_m_BWater2;
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//WAterpass Framebuffer
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GLuint t_m_fbWater;
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//Waterpass Framebuffer
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GLuint t_m_fbWaterBlur;
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GLuint t_m_fbWaterBlur2;
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Texture* m_WhiteSphereTexture;
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GLuint m_rbDepthBuffer = 0; //DepthBuffer Texture
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GLuint m_fbDeferred1 = 0; //Framebuffer for first pass
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GLuint m_GDiffuse = 0; //Texture for diffuseColors
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GLuint m_GPosition = 0; //Texture for positions
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GLuint m_GNormal = 0; //Texture for normals
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GLuint m_GSpecular = 0; //Texture for specular
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GLuint m_fbDeferred2 = 0; //Framebuffer that handles the lighting pass
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GLuint m_tLighting = 0; //Texture for the lighting pass
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GLuint m_fbDeferred3 = 0; //Frambuffer for handling the last pass.
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GLuint m_tFinal = 0; //Final Texture to be printed to screen
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GLuint m_Gwater = 0; //Water Color Texture
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GLuint m_BWater; //Water blur texture
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GLuint m_BWater2; //Water blur texture
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GLuint m_fbWater; //Waterpass Framebuffer
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GLuint m_fbWaterBlur; //Waterpass Framebuffer
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GLuint m_fbWaterBlur2; //Waterpass Framebuffer
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GLuint m_CurrentScreenBuffer = 0;
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void LoadShaders();
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