Name change, but backwards
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@@ -11,8 +11,8 @@
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#include "../renderer/HydraRenderer.h"
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#include "../ecs/HydraECS.h"
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#include "../ecs/systems/HydraRenderSystem.h"
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#include "../ecs/systems/HydraShadowSourceSystem.h"
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#include "../ecs/components/HydraShadowSourceComponent.h"
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#include "../ecs/systems/HydraDirectionalShadowSourceSystem.h"
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#include "../ecs/components/HydraDirectionalShadowSourceComponent.h"
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#include "../mesh/StandardVertex.h"
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#include "../actor/HydraActorManager.h"
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#include "../actor/HydraOutputActor.h"
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@@ -95,12 +95,12 @@ void HydraDeferredPipeline::_UpdateUBO()
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buffer_manager->UpdateWholeBuffer(m_per_frame_output_ubo, &output_ubo);
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glBindBuffer(GL_UNIFORM_BUFFER, m_per_frame_output_ubo);
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std::shared_ptr<HydraShadowSourceSystem> sys = GetEngine()->ECS()->GetSystem<HydraShadowSourceSystem>();
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std::shared_ptr<HydraDirectionalShadowSourceSystem> sys = GetEngine()->ECS()->GetSystem<HydraDirectionalShadowSourceSystem>();
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HydraID texture_id = 0;
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if(sys->Entities.size() > 0)
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{
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auto it = sys->Entities.begin();
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HydraShadowSourceComponent shad_comp = GetEngine()->ECS()->GetComponent<HydraShadowSourceComponent>(*it);
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HydraDirectionalShadowSourceComponent shad_comp = GetEngine()->ECS()->GetComponent<HydraDirectionalShadowSourceComponent>(*it);
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texture_id = shad_comp.shadow_texture_id;
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}
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TextureDebugUBO texture_ubo = {};
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@@ -163,7 +163,6 @@ void HydraDeferredPipeline::_CreateFrameBuffer()
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tex_buffer_manager->BindTexture(normal_texture.texture_id, GL_TEXTURE_2D);
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tex_buffer_manager->BindTexture(position_texture.texture_id, GL_TEXTURE_2D);
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HydraBufferManager* buffer_manager = GetEngine()->BufferManager();
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buffer_manager->UpdateWholeBuffer(m_output_texture_ubo, &actor->texture_buffers[0]);
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glBindBuffer(GL_UNIFORM_BUFFER, m_output_texture_ubo);
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