fixed 2D texturing
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cb4b696e12
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@ -1,7 +1,7 @@
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layout(location = 0)in vec2 inPosition;
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layout(location = 0)in vec2 inPosition;
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#ifdef TEXTURABLE
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#ifdef TEXTURABLE
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layout(location = 0)in vec2 inTexCoord;
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layout(location = 2)in vec2 inTexCoord;
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out vec2 texCoord;
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out vec2 texCoord;
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#endif
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#endif
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@ -189,6 +189,8 @@ void DeferredPipeline::renderGL(Scene *scene)
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// 2D GUI PASS
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// 2D GUI PASS
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glClear(GL_DEPTH_BUFFER_BIT);
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glClear(GL_DEPTH_BUFFER_BIT);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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for(GeometryNode* node : mesh2D)
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for(GeometryNode* node : mesh2D)
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{
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{
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Shader *shader = m_mesh2DShaders[node->mesh->getFlags()];
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Shader *shader = m_mesh2DShaders[node->mesh->getFlags()];
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@ -44,7 +44,7 @@ void TrackBallCamera::moveCamera(const glm::vec3 &diff)
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void TrackBallCamera::lookAt(const glm::vec3 &pos)
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void TrackBallCamera::lookAt(const glm::vec3 &pos)
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{
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{
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m_dist = glm::length(target);
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//m_dist = glm::length(target);
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m_center = pos;
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m_center = pos;
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computeView();
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computeView();
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}
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}
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