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Made lines gizmo more visible
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@@ -196,6 +196,7 @@ void GizmoDrawer::DrawGizmos(Ref<Scene> scene, bool occluded)
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const Matrix4& rotationMatrix = glm::mat4_cast(globalRotation);
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m_LineShader->Bind();
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m_LineShader->SetUniform1f("u_Opacity", 0.5f);
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m_LineShader->SetUniformMat4f("u_View", glm::scale(glm::translate(scene->m_EditorCamera->GetTransform(), Vector3(transform.GetGlobalTransform()[3])) * rotationMatrix, box.Size));
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m_LineShader->SetUniformMat4f("u_Projection", scene->m_EditorCamera->GetPerspective());
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@@ -213,6 +214,7 @@ void GizmoDrawer::DrawGizmos(Ref<Scene> scene, bool occluded)
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auto [transform, sphere] = scene->m_Registry.get<TransformComponent, SphereColliderComponent>(e);
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m_LineShader->Bind();
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m_LineShader->SetUniform1f("u_Opacity", 0.5f);
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m_LineShader->SetUniformMat4f("u_View", glm::scale(glm::translate(scene->m_EditorCamera->GetTransform(), Vector3(transform.GetGlobalTransform()[3])), Vector3(sphere.Radius)));
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m_LineShader->SetUniformMat4f("u_Projection", scene->m_EditorCamera->GetPerspective());
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@@ -238,6 +240,7 @@ void GizmoDrawer::DrawGizmos(Ref<Scene> scene, bool occluded)
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Vector3 globalPosition = Vector3(transform.GetGlobalTransform()[3]);
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m_LineShader->Bind();
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m_LineShader->SetUniform1f("u_Opacity", 0.5f);
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m_LineShader->SetUniformMat4f("u_View", glm::scale(glm::translate(scene->m_EditorCamera->GetTransform(), globalPosition), Vector3(emitter.MaxDistance)));
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m_LineShader->SetUniformMat4f("u_Projection", scene->m_EditorCamera->GetPerspective());
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@@ -270,6 +273,7 @@ void GizmoDrawer::DrawGizmos(Ref<Scene> scene, bool occluded)
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const Matrix4& rotationMatrix = glm::mat4_cast(globalRotation);
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m_LineShader->Bind();
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m_LineShader->SetUniform1f("u_Opacity", 0.5f);
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m_LineShader->SetUniformMat4f("u_View", glm::translate(scene->m_EditorCamera->GetTransform(), Vector3(transform.GetGlobalTransform()[3])) * rotationMatrix);
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m_LineShader->SetUniformMat4f("u_Projection", scene->m_EditorCamera->GetPerspective());
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@@ -299,6 +303,7 @@ void GizmoDrawer::DrawGizmos(Ref<Scene> scene, bool occluded)
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const Matrix4& rotationMatrix = glm::mat4_cast(globalRotation);
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m_LineShader->Bind();
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m_LineShader->SetUniform1f("u_Opacity", 0.5f);
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m_LineShader->SetUniformMat4f("u_View", glm::translate(scene->m_EditorCamera->GetTransform(), Vector3(transform.GetGlobalTransform()[3])) * rotationMatrix);
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m_LineShader->SetUniformMat4f("u_Projection", scene->m_EditorCamera->GetPerspective());
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@@ -316,6 +321,7 @@ void GizmoDrawer::DrawGizmos(Ref<Scene> scene, bool occluded)
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auto [transform, particle] = scene->m_Registry.get<TransformComponent, ParticleEmitterComponent>(e);
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m_LineShader->Bind();
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m_LineShader->SetUniform1f("u_Opacity", 0.5f);
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m_LineShader->SetUniformMat4f("u_View", glm::scale(glm::translate(scene->m_EditorCamera->GetTransform(), Vector3(transform.GetGlobalTransform()[3])), Vector3(particle.Radius)));
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m_LineShader->SetUniformMat4f("u_Projection", scene->m_EditorCamera->GetPerspective());
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