Models now get a standard normal and specular map if they dont have one
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@@ -76,6 +76,8 @@ private:
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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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GLuint m_rbDepthBuffer = 0;
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GLuint m_fbDeferred1 = 0;
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