/s/KRVector3/Vector3/g
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@@ -295,7 +295,7 @@ void KRShader::setUniform(int location, const Vector2 &value)
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}
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}
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}
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void KRShader::setUniform(int location, const KRVector3 &value)
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void KRShader::setUniform(int location, const Vector3 &value)
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{
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if(m_uniforms[location] != -1) {
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int value_index = m_uniform_value_index[location];
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@@ -351,7 +351,7 @@ void KRShader::setUniform(int location, const KRMat4 &value)
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}
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}
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bool KRShader::bind(KRCamera &camera, const KRViewport &viewport, const KRMat4 &matModel, const std::vector<KRPointLight *> &point_lights, const std::vector<KRDirectionalLight *> &directional_lights, const std::vector<KRSpotLight *>&spot_lights, const KRNode::RenderPass &renderPass, const KRVector3 &rim_color, float rim_power, const KRVector4 &fade_color) {
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bool KRShader::bind(KRCamera &camera, const KRViewport &viewport, const KRMat4 &matModel, const std::vector<KRPointLight *> &point_lights, const std::vector<KRDirectionalLight *> &directional_lights, const std::vector<KRSpotLight *>&spot_lights, const KRNode::RenderPass &renderPass, const Vector3 &rim_color, float rim_power, const KRVector4 &fade_color) {
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if(m_iProgram == 0) {
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return false;
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}
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@@ -417,7 +417,7 @@ bool KRShader::bind(KRCamera &camera, const KRViewport &viewport, const KRMat4 &
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inverseModelMatrix.invert();
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// Bind the light direction vector
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KRVector3 lightDirObject = KRMat4::Dot(inverseModelMatrix, directional_light->getWorldLightDirection());
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Vector3 lightDirObject = KRMat4::Dot(inverseModelMatrix, directional_light->getWorldLightDirection());
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lightDirObject.normalize();
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setUniform(KRENGINE_UNIFORM_LIGHT_DIRECTION_MODEL_SPACE, lightDirObject);
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}
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@@ -438,7 +438,7 @@ bool KRShader::bind(KRCamera &camera, const KRViewport &viewport, const KRMat4 &
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if(m_uniforms[KRENGINE_UNIFORM_CAMERAPOS_MODEL_SPACE] != -1) {
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// Transform location of camera to object space for calculation of specular halfVec
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KRVector3 cameraPosObject = KRMat4::Dot(inverseModelMatrix, viewport.getCameraPosition());
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Vector3 cameraPosObject = KRMat4::Dot(inverseModelMatrix, viewport.getCameraPosition());
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setUniform(KRENGINE_UNIFORM_CAMERAPOS_MODEL_SPACE, cameraPosObject);
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}
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}
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@@ -459,7 +459,7 @@ bool KRShader::bind(KRCamera &camera, const KRViewport &viewport, const KRMat4 &
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if(m_uniforms[KRShader::KRENGINE_UNIFORM_VIEW_SPACE_MODEL_ORIGIN] != -1) {
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KRVector3 view_space_model_origin = KRMat4::Dot(matModelView, KRVector3::Zero()); // Origin point of model space is the light source position. No perspective, so no w divide required
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Vector3 view_space_model_origin = KRMat4::Dot(matModelView, Vector3::Zero()); // Origin point of model space is the light source position. No perspective, so no w divide required
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setUniform(KRENGINE_UNIFORM_VIEW_SPACE_MODEL_ORIGIN, view_space_model_origin);
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}
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