Shader linking i guess
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@@ -18,27 +18,12 @@ void C_MOBAPlayer::Spawn()
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void C_MOBAPlayer::Think( float fDelta )
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{
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<<<<<<< HEAD
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C_MOBAPlayer *pEntity = (C_MOBAPlayer*)UTIL_GetLocalPlayer();
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<<<<<<< HEAD
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=======
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=======
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C_MOBAPlayer *pPlayerEntity = (C_MOBAPlayer*)UTIL_GetLocalPlayer();
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<<<<<<< HEAD
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>>>>>>> c251089 (different stuff in physics)
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>>>>>>> a2652ed (merges)
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m_vMovementVector.z = m_bIsForward - m_bIsBack;
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m_vMovementVector.x = m_bIsLeft - m_bIsRight;
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if (pEntity == this)
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=======
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m_vMovementVector.z = m_bIsBack - m_bIsForward;
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m_vMovementVector.x = m_bIsRight - m_bIsLeft;
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if (pPlayerEntity == this)
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>>>>>>> 83e8198 (different stuff in physics)
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{
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Vector vCameraPos;
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vCameraPos = GetAbsOrigin();
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@@ -104,7 +104,7 @@ void CFunnyMeshInstance::Frame()
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glm_scale_make(m, v);
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glm_mat4_mul(m_data.m_matTranslation, m, m_data.m_matTranslation);
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m_data.m_uAlbedo = 1;
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m_data.m_uAlbedo = 0;
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/*
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V_printf("AAAAA %f %f %f %f\n", m_data.m_matTranslation[0][0], m_data.m_matTranslation[0][1], m_data.m_matTranslation[0][2], m_data.m_matTranslation[0][3]);
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V_printf("AAAAA %f %f %f %f\n", m_data.m_matTranslation[1][0], m_data.m_matTranslation[1][1], m_data.m_matTranslation[1][2], m_data.m_matTranslation[1][3]);
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@@ -213,6 +213,10 @@ void CFunnyWorldRenderer::Init()
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m_pRasterCommandList = g_pRenderContext->CreateCommandList();
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m_pViewBuffer = g_pRenderContext->CreateConstantBuffer(sizeof(ViewBuffer_t));
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m_pTextures = g_pRenderContext->CreateTextureArray();
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IRayTracingShader *prt = g_pRenderContext->CreateRayShader("game/core/shaders/mesh_trace.shader_c");
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prt->AddShader("error", "game/core/shaders/funny_error.shader_c");
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prt->Build();
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}
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void CFunnyWorldRenderer::Tick( float fDelta )
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@@ -228,13 +232,7 @@ void CFunnyWorldRenderer::Frame( float fDelta )
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glm_mat4_identity(matCamera);
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glm_mat4_identity(matCamera2);
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glm_translate(matCamera2, m_vPos);
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<<<<<<< HEAD
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=======
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<<<<<<< HEAD
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=======
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glm_mat4_inv(matCamera2, matCamera2);
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>>>>>>> c251089 (different stuff in physics)
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>>>>>>> a2652ed (merges)
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glm_perspective(glm_rad(75), uWidth/(float)uHeight, 0.01, 10000, matCamera);
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glm_mul(matCamera, matCamera2, matCamera);
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m_pViewBufferData = (ViewBuffer_t*)m_pViewBuffer->Map();
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