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@@ -151,7 +151,7 @@ void Is::ambientPass(const Vec3& color)
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ambientPassSProg->bind();
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// set the uniforms
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- ambientPassSProg->getUniformVariableByName("ambientCol").set(&color);
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+ ambientPassSProg->getUniformVariableByName("ambientCol").set(color);
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ambientPassSProg->getUniformVariableByName("sceneColMap").set(
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r.getMs().getDiffuseFai(), 0);
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@@ -183,21 +183,21 @@ void Is::pointLightPass(const PointLight& light)
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r.getMs().getSpecularFai(), 2);
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shader.getUniformVariableByName("msDepthFai").set(
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r.getMs().getDepthFai(), 3);
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- shader.getUniformVariableByName("planes").set(&r.getPlanes());
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+ shader.getUniformVariableByName("planes").set(r.getPlanes());
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shader.getUniformVariableByName("limitsOfNearPlane").set(
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- &r.getLimitsOfNearPlane());
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+ r.getLimitsOfNearPlane());
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shader.getUniformVariableByName("limitsOfNearPlane2").set(
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- &r.getLimitsOfNearPlane2());
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+ r.getLimitsOfNearPlane2());
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float zNear = cam.getZNear();
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- shader.getUniformVariableByName("zNear").set(&zNear);
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+ shader.getUniformVariableByName("zNear").set(zNear);
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const Vec3& origin = light.getWorldTransform().getOrigin();
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Vec3 lightPosEyeSpace = origin.getTransformed(cam.getViewMatrix());
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- shader.getUniformVariableByName("lightPos").set(&lightPosEyeSpace);
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+ shader.getUniformVariableByName("lightPos").set(lightPosEyeSpace);
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shader.getUniformVariableByName("lightRadius").set(light.getRadius());
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shader.getUniformVariableByName("lightDiffuseCol").set(
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- &light.getDiffuseColor());
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+ light.getDiffuseColor());
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shader.getUniformVariableByName("lightSpecularCol").set(
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- &light.getSpecularColor());
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+ light.getSpecularColor());
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// render quad
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r.drawQuad();
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@@ -266,24 +266,24 @@ void Is::spotLightPass(const SpotLight& light)
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shdr->getUniformVariableByName("msDepthFai").set(ms.getDepthFai(), 3);
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// the ???
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- shdr->getUniformVariableByName("planes").set(&r.getPlanes());
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+ shdr->getUniformVariableByName("planes").set(r.getPlanes());
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shdr->getUniformVariableByName("limitsOfNearPlane").set(
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- &r.getLimitsOfNearPlane());
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+ r.getLimitsOfNearPlane());
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shdr->getUniformVariableByName("limitsOfNearPlane2").set(
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- &r.getLimitsOfNearPlane2());
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+ r.getLimitsOfNearPlane2());
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float zNear = cam.getZNear();
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- shdr->getUniformVariableByName("zNear").set(&zNear);
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+ shdr->getUniformVariableByName("zNear").set(zNear);
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// the light params
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const Vec3& origin = light.getWorldTransform().getOrigin();
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Vec3 lightPosEyeSpace = origin.getTransformed(cam.getViewMatrix());
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- shdr->getUniformVariableByName("lightPos").set(&lightPosEyeSpace);
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+ shdr->getUniformVariableByName("lightPos").set(lightPosEyeSpace);
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float tmp = light.getDistance();
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- shdr->getUniformVariableByName("lightRadius").set(&tmp);
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+ shdr->getUniformVariableByName("lightRadius").set(tmp);
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shdr->getUniformVariableByName("lightDiffuseCol").set(
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- &light.getDiffuseColor());
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+ light.getDiffuseColor());
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shdr->getUniformVariableByName("lightSpecularCol").set(
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- &light.getSpecularColor());
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+ light.getSpecularColor());
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shdr->getUniformVariableByName("lightTex").set(light.getTexture(), 4);
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// set texture matrix for texture & shadowmap projection
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@@ -294,14 +294,14 @@ void Is::spotLightPass(const SpotLight& light)
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texProjectionMat = biasMat4 * light.getCamera().getProjectionMatrix() *
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Mat4::combineTransformations(light.getCamera().getViewMatrix(),
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Mat4(cam.getWorldTransform()));
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- shdr->getUniformVariableByName("texProjectionMat").set(&texProjectionMat);
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+ shdr->getUniformVariableByName("texProjectionMat").set(texProjectionMat);
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// the shadowmap
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if(light.getCastShadow() && sm.getEnabled())
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{
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shdr->getUniformVariableByName("shadowMap").set(sm.getShadowMap(), 5);
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float smSize = sm.getShadowMap().getWidth();
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- shdr->getUniformVariableByName("shadowMapSize").set(&smSize);
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+ shdr->getUniformVariableByName("shadowMapSize").set(smSize);
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}
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// render quad
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