Code standardtization pass. Fixed a bunch of warnings.
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@@ -153,7 +153,7 @@ namespace Nuake
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deferredShader->Bind();
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m_Lights.push_back({ transform , light });
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int idx = m_Lights.size();
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size_t idx = m_Lights.size();
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Vector3 direction = light.GetDirection();
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Vector3 pos = transform.GetGlobalPosition();
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@@ -174,7 +174,7 @@ namespace Nuake
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shadowmapAmount += CSM_AMOUNT;
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}
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deferredShader->SetUniform1i("LightCount", idx);
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deferredShader->SetUniform1i("LightCount", (int)idx);
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deferredShader->SetUniform1i("Lights[" + std::to_string(idx - 1) + "].Type", light.Type);
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deferredShader->SetUniform3f("Lights[" + std::to_string(idx - 1) + "].Position", pos.x, pos.y, pos.z);
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deferredShader->SetUniform3f("Lights[" + std::to_string(idx - 1) + "].Direction", direction.x, direction.y, direction.z);
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@@ -200,7 +200,7 @@ namespace Nuake
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VertexArray lineVertexArray = VertexArray();
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lineVertexArray.Bind();
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VertexBuffer lineVertexBuffer = VertexBuffer(&vertices, size(vertices));
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VertexBuffer lineVertexBuffer = VertexBuffer(&vertices, static_cast<int>(size(vertices)));
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VertexBufferLayout vblayout = VertexBufferLayout();
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vblayout.Push<float>(3);
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