Imported glslang library. Refactoring shader manager.
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@@ -298,7 +298,7 @@ void KRScene::render(KROctreeNode *pOctreeNode, unordered_map<AABB, int> &visibl
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GLDEBUG(glDepthMask(GL_FALSE));
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}
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if(getContext().getShaderManager()->selectShader("occlusion_test", *pCamera, point_lights, directional_lights, spot_lights, 0, viewport, matModel, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, KRNode::RENDER_PASS_FORWARD_TRANSPARENT, Vector3::Zero(), 0.0f, Vector4::Zero())) {
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if(getContext().getPipelineManager()->selectPipeline("occlusion_test", *pCamera, point_lights, directional_lights, spot_lights, 0, viewport, matModel, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, KRNode::RENDER_PASS_FORWARD_TRANSPARENT, Vector3::Zero(), 0.0f, Vector4::Zero())) {
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GLDEBUG(glDrawArrays(GL_TRIANGLE_STRIP, 0, 14));
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m_pContext->getMeshManager()->log_draw_call(renderPass, "octree", "occlusion_test", 14);
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}
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