Now rendering live preview when dragging models into viewport
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@@ -281,15 +281,12 @@ namespace Nuake
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{
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for (unsigned int i = 0; i < CSM_AMOUNT; i++)
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{
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// Bind shadowmap texture
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light.m_Framebuffers[i]->GetTexture(GL_DEPTH_ATTACHMENT)->Bind(17 + i);
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const uint32_t shadowMapId = shadowmapAmount + i;
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Ref<Texture> shadowMapTexture = light.m_Framebuffers[i]->GetTexture(GL_DEPTH_ATTACHMENT);
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deferredShader->SetUniformTex("ShadowMaps[" + std::to_string(shadowMapId) + "]", shadowMapTexture, 17 + i);
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const std::string stringIndex = std::to_string(i);
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deferredShader->SetUniform1i("u_DirectionalLight.ShadowMapsIDs[" + stringIndex + "]", shadowMapId);
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deferredShader->SetUniform1f("u_DirectionalLight.CascadeDepth[" + stringIndex + "]", light.mCascadeSplitDepth[i]);
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deferredShader->SetUniformMat4f("u_DirectionalLight.LightTransforms[" + stringIndex + "]", light.mViewProjections[i]);
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deferredShader->SetUniform1i("ShadowMaps[" + std::to_string(shadowMapId) + "]", 17 + i);
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deferredShader->SetUniform1i("u_DirectionalLight.ShadowMapsIDs[" + std::to_string(i) + "]", shadowMapId);
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deferredShader->SetUniform1f("u_DirectionalLight.CascadeDepth[" + std::to_string(i) + "]", light.mCascadeSplitDepth[i]);
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deferredShader->SetUniformMat4f("u_DirectionalLight.LightTransforms[" + std::to_string(i) + "]", light.mViewProjections[i]);
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}
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}
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