water radius now changeable in config file, also improved the look of the water
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@@ -123,7 +123,8 @@ void dd::Renderer::CreateBuffers()
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m_UnitSphere = ResourceManager::Load<Model>("Models/Core/UnitSphere.obj");
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m_StandardNormal = ResourceManager::Load<Texture>("Textures/Core/NeutralNormalMap.png");
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m_StandardSpecular = ResourceManager::Load<Texture>("Textures/Core/NeutralSpecularMap.png");
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m_WhiteSphereTexture = ResourceManager::Load<Texture>("Textures/Test/Water.png");
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//m_WhiteSphereTexture = ResourceManager::Load<Texture>("Textures/Test/Water.png");
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m_WhiteSphereTexture = ResourceManager::Load<Texture>("Textures/Particles/FadeBall.png");
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glGenRenderbuffers(1, &m_RbDepthBuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, m_RbDepthBuffer);
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@@ -207,8 +208,8 @@ void dd::Renderer::CreateBuffers()
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_Resolution.Width, m_Resolution.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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//Fill water pass
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glGenFramebuffers(1, &m_FbWater);
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@@ -557,7 +558,9 @@ void dd::Renderer::DrawWater(RenderQueue &rq)
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glClear(GL_COLOR_BUFFER_BIT);
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m_SpWater2->Bind();
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//TODO: Add this in water particle component. Blurradius
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float radius = 3.f;
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float radius = ResourceManager::Load<ConfigFile>("Config.ini")->GetValue<float>("Water.Radius", 0.2f);
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radius *= 35;
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glUniform2fv(glGetUniformLocation(shaderProgramHandle, "dir"), 1, glm::value_ptr(glm::vec2(1.0f, 0.0f)));
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glUniform1f(glGetUniformLocation(shaderProgramHandle, "res"), m_Resolution.Width);
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