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Fixed skinned mesh not casting shadows
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@@ -364,9 +364,10 @@ namespace Nuake
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Shader* shader = ShaderManager::GetShader("Resources/Shaders/outline.shader");
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shader->Bind();
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shader->SetUniform1i("u_EntityID", mOutlineEntityID + 1);
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shader->SetUniform1i("u_EntityID", mOutlineEntityID == -1 ? -1 : mOutlineEntityID + 1);
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shader->SetUniformTex("u_EntityTexture", mGBuffer->GetTexture(GL_COLOR_ATTACHMENT3).get(), 0);
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shader->SetUniform4f("u_OutlineColor", 97.0f / 255.0f, 0, 1.0f, 1.0f);
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shader->SetUniformTex("u_Depth", mGBuffer->GetTexture(GL_DEPTH_ATTACHMENT), 1);
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Renderer::DrawQuad();
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}
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mOutlineBuffer->Unbind();
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@@ -573,6 +574,9 @@ 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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