Performance optimizations, reducing redundant GL calls
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@@ -122,10 +122,12 @@ void KRDirectionalLight::render(KRCamera *pCamera, std::vector<KRLight *> &light
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light_direction_view_space.setUniform(pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_LIGHT_DIRECTION_VIEW_SPACE]);
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m_color.setUniform(pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_LIGHT_COLOR]);
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GLDEBUG(glUniform1f(
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pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_LIGHT_INTENSITY],
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m_intensity / 100.0f
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));
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if(pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_LIGHT_INTENSITY] != -1) {
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GLDEBUG(glUniform1f(
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pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_LIGHT_INTENSITY],
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m_intensity / 100.0f
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));
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}
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// Disable z-buffer write
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GLDEBUG(glDepthMask(GL_FALSE));
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