Removed unnecessary skeleltal calculations
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@@ -450,9 +450,6 @@ namespace Nuake
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auto [transform, mesh, visibility] = skinnedView.get<TransformComponent, SkinnedModelComponent, VisibilityComponent>(e);
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if (mesh.ModelResource != nullptr && visibility.Visible)
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{
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auto& rootBoneNode = mesh.ModelResource->GetSkeletonRootNode();
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SetSkeletonBoneTransformRecursive(scene, rootBoneNode, gBufferSkinnedMeshShader);
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for (auto& m : mesh.ModelResource->GetMeshes())
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{
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m->Draw(gBufferSkinnedMeshShader, false);
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@@ -675,7 +672,6 @@ namespace Nuake
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shadingShader->SetUniformMat4f("u_View", mView);
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shadingShader->SetUniformVec3("u_EyePosition", scene.GetCurrentCamera()->Translation);
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shadingShader->SetUniform1f("u_AmbientTerm", environment->AmbientTerm);
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shadingShader->SetUniformTex("m_SSAO", scene.GetEnvironment()->mSSAO->GetOuput()->GetTexture().get(), 9);
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Ref<Environment> env = scene.GetEnvironment();
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@@ -33,8 +33,8 @@ namespace Nuake
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Scope<FrameBuffer> mToneMapBuffer;
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Scope<FrameBuffer> mBarrelDistortionBuffer;
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Scope<FrameBuffer> mVignetteBuffer;
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Scope<FrameBuffer> mDOFBuffer;;
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private:
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Scope<FrameBuffer> mDOFBuffer;
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void ShadowPass(Scene& scene);
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void GBufferPass(Scene& scene);
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void ShadingPass(Scene& scene);
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