Some fixes
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@@ -147,7 +147,7 @@ struct GrassMat
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};
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const std::vector<size_t> GrassMat::FirstPassTextures = { 0 };
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const std::vector<size_t> GrassMat::SecondPassTextures = { 0 };
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const std::vector<size_t> GrassMat::SecondPassTextures = { 0, 1 };
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struct NormalMat
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{
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@@ -854,7 +854,7 @@ namespace MeshShader
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getLightFactor.frag").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/object_pass2.frag").c_str());
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AssignUniforms("ModelMatrix", "TextureMatrix");
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AssignSamplerNames(Program, 0, "DiffuseMap", 1, "SpecularMap", 2, "SSAO", 3, "Albedo", 4, "Specmap");
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AssignSamplerNames(Program, 0, "DiffuseMap", 1, "SpecularMap", 2, "SSAO", 3, "Albedo", 4, "SpecMap");
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}
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InstancedObjectPass2Shader::InstancedObjectPass2Shader()
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@@ -886,7 +886,7 @@ namespace MeshShader
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getLightFactor.frag").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/detailledobject_pass2.frag").c_str());
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AssignUniforms("ModelMatrix");
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AssignSamplerNames(Program, 0, "DiffuseMap", 1, "SpecularMap", 2, "SSAO", 3, "Albedo", 4, "Detail", 5, "Specmap");
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AssignSamplerNames(Program, 0, "DiffuseMap", 1, "SpecularMap", 2, "SSAO", 3, "Albedo", 4, "Detail", 5, "SpecMap");
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}
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InstancedDetailledObjectPass2Shader::InstancedDetailledObjectPass2Shader()
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@@ -926,7 +926,7 @@ namespace MeshShader
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getLightFactor.frag").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/objectref_pass2.frag").c_str());
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AssignUniforms("ModelMatrix", "TextureMatrix");
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AssignSamplerNames(Program, 0, "DiffuseMap", 1, "SpecularMap", 2, "SSAO", 3, "Albedo", 4, "Specmap");
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AssignSamplerNames(Program, 0, "DiffuseMap", 1, "SpecularMap", 2, "SSAO", 3, "Albedo", 4, "SpecMap");
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}
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GrassPass2Shader::GrassPass2Shader()
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@@ -936,7 +936,7 @@ namespace MeshShader
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getLightFactor.frag").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/grass_pass2.frag").c_str());
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AssignUniforms("ModelMatrix", "windDir");
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AssignSamplerNames(Program, 0, "DiffuseMap", 1, "SpecularMap", 2, "SSAO", 3, "Albedo", 4, "Specmap");
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AssignSamplerNames(Program, 0, "DiffuseMap", 1, "SpecularMap", 2, "SSAO", 3, "Albedo", 4, "SpecMap");
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}
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InstancedGrassPass2Shader::InstancedGrassPass2Shader()
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