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Now uses embedded resources
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@@ -76,7 +76,7 @@ Ref<Nuake::Texture> ThumbnailManager::GenerateThumbnail(const std::string& path,
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RenderCommand::Disable(RendererEnum::BLENDING);
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RenderCommand::Enable(RendererEnum::DEPTH_TEST);
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auto shader = ShaderManager::GetShader("resources/Shaders/gbuffer.shader");
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auto shader = ShaderManager::GetShader("Resources/Shaders/gbuffer.shader");
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shader->Bind();
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auto cam = Engine::GetCurrentScene()->GetCurrentCamera();
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@@ -96,7 +96,7 @@ Ref<Nuake::Texture> ThumbnailManager::GenerateThumbnail(const std::string& path,
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m_ShadedFramebuffer->Clear();
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RenderCommand::Disable(RendererEnum::DEPTH_TEST);
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RenderCommand::Disable(RendererEnum::FACE_CULL);
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auto shader = ShaderManager::GetShader("resources/Shaders/deferred.shader");
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auto shader = ShaderManager::GetShader("Resources/Shaders/deferred.shader");
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shader->Bind();
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shader->SetUniformVec3("u_EyePosition", Vector3(1, 0, 0));
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shader->SetUniform1i("LightCount", 0);
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