Use correct sampler for azdo mode for rubber band
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@@ -270,7 +270,7 @@ void STKMeshSceneNode::render()
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if (UserConfigParams::m_azdo)
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{
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if (!mesh.TextureHandles[0])
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mesh.TextureHandles[0] = glGetTextureSamplerHandleARB(getTextureGLuint(mesh.textures[0]), MeshShader::TransparentFogShader::getInstance()->SamplersId[0]);
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mesh.TextureHandles[0] = glGetTextureSamplerHandleARB(getTextureGLuint(mesh.textures[0]), MeshShader::ObjectPass1Shader::getInstance()->SamplersId[0]);
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if (!glIsTextureHandleResidentARB(mesh.TextureHandles[0]))
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glMakeTextureHandleResidentARB(mesh.TextureHandles[0]);
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MeshShader::ObjectPass1Shader::getInstance()->SetTextureHandles(mesh.TextureHandles[0]);
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@@ -320,11 +320,11 @@ void STKMeshSceneNode::render()
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glMakeTextureHandleResidentARB(SSAOHandle);
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if (!mesh.TextureHandles[0])
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mesh.TextureHandles[0] = glGetTextureSamplerHandleARB(getTextureGLuint(mesh.textures[0]), MeshShader::TransparentFogShader::getInstance()->SamplersId[0]);
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mesh.TextureHandles[0] = glGetTextureSamplerHandleARB(getTextureGLuint(mesh.textures[0]), MeshShader::ObjectPass2Shader::getInstance()->SamplersId[0]);
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if (!glIsTextureHandleResidentARB(mesh.TextureHandles[0]))
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glMakeTextureHandleResidentARB(mesh.TextureHandles[0]);
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if (!mesh.TextureHandles[1])
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mesh.TextureHandles[1] = glGetTextureSamplerHandleARB(getTextureGLuint(mesh.textures[1]), MeshShader::TransparentFogShader::getInstance()->SamplersId[0]);
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mesh.TextureHandles[1] = glGetTextureSamplerHandleARB(getTextureGLuint(mesh.textures[1]), MeshShader::ObjectPass2Shader::getInstance()->SamplersId[0]);
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if (!glIsTextureHandleResidentARB(mesh.TextureHandles[1]))
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glMakeTextureHandleResidentARB(mesh.TextureHandles[1]);
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MeshShader::ObjectPass2Shader::getInstance()->SetTextureHandles(DiffuseHandle, SpecularHandle, SSAOHandle, mesh.TextureHandles[0], mesh.TextureHandles[1]);
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