Debugging cubemap reflections
--HG-- extra : convert_revision : svn%3A7752d6cf-9f14-4ad2-affc-04f1e67b81a5/trunk%40126
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@@ -143,8 +143,8 @@ void KRLight::render(KRCamera *pCamera, KRContext *pContext, KRMat4 &viewMatrix,
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matModelToView.invert();
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// Render light flare on transparency pass
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KRShader *pShader = pContext->getShaderManager()->getShader("flare", pCamera, false, false, false, 0, false, false, false, false, false, false, false, false, false, renderPass);
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if(pShader->bind(pCamera, matModelToView, mvpmatrix, lightDirection, pShadowMatrices, shadowDepthTextures, 0, renderPass)) {
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KRShader *pShader = pContext->getShaderManager()->getShader("flare", pCamera, false, false, false, 0, false, false, false, false, false, false, false, false, false, false, false, false, false, renderPass);
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if(pShader->bind(pCamera, m_modelMatrix, matModelToView, mvpmatrix, lightDirection, pShadowMatrices, shadowDepthTextures, 0, renderPass)) {
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GLDEBUG(glUniform1f(
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pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_FLARE_SIZE],
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m_flareSize
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