fix for dropfiles
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5 changed files with 75 additions and 34 deletions
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@ -105,9 +105,9 @@ public partial class models_material_pbr
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BeginMode3D(camera);
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DrawModel(model, Vector3Zero(), 1.0f, WHITE);
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DrawModel(model, Vector3Zero(), 1.0f, WHITE);
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DrawGrid(10, 1.0f);
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DrawGrid(10, 1.0f);
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EndMode3D();
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@ -138,7 +138,6 @@ public partial class models_material_pbr
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// Get required locations points for PBR material
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// NOTE: Those location names must be available and used in the shader code
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mat.shader.locs[(int)ShaderLocationIndex.LOC_MAP_ALBEDO] = GetShaderLocation(mat.shader, "albedo.sampler");
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mat.shader.locs[(int)ShaderLocationIndex.LOC_MAP_METALNESS] = GetShaderLocation(mat.shader, "metalness.sampler");
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mat.shader.locs[(int)ShaderLocationIndex.LOC_MAP_NORMAL] = GetShaderLocation(mat.shader, "normals.sampler");
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@ -152,7 +151,7 @@ public partial class models_material_pbr
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// Set view matrix location
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mat.shader.locs[(int)ShaderLocationIndex.LOC_MATRIX_MODEL] = GetShaderLocation(mat.shader, "matModel");
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mat.shader.locs[(int)ShaderLocationIndex.LOC_MATRIX_VIEW] = GetShaderLocation(mat.shader, "view");
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mat.shader.locs[(int)ShaderLocationIndex.LOC_MATRIX_VIEW] = GetShaderLocation(mat.shader, "view"); //TODO: figure out why this is the one run warning we get, and it may be all that's needed to fix lights.
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mat.shader.locs[(int)ShaderLocationIndex.LOC_VECTOR_VIEW] = GetShaderLocation(mat.shader, "viewPos");
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// Set PBR standard maps
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