Moved a few things to shader buffers, added some bugs that I have to fix
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@ -26,17 +26,11 @@ float_t UIImage::getContentHeight() {
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}
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std::vector<struct ShaderPassItem> UIImage::getRenderPasses() {
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glm::mat4 view, proj;
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auto canvas = this->getCanvas();
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assertNotNull(canvas);
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canvas->getProjectionAndView(&proj, &view);
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struct ShaderPassItem item;
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auto shader = getGame()->renderManager.uiShader;
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item.shader = shader;
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item.colorValues[shader->paramColor] = this->color;
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item.matrixValues[shader->paramProjection] = proj;
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item.matrixValues[shader->paramView] = view;
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item.parameterBuffers[shader->bufferUiCanvas] = &this->getCanvas()->shaderBuffer;
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item.matrixValues[shader->paramModel] = this->transform->getWorldTransform();
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if(this->texture == nullptr) {
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item.boolValues[shader->paramHasTexture] = false;
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