Change shader handling
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@@ -62,7 +62,7 @@ public:
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{
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Geometry* geo = new Geometry();
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geo->InitCube(std::rand() % 1000 / 1000.0f + 0.01f, std::rand() % 1000 / 1000.0f + 0.01f, std::rand() % 1000 / 1000.0f + 0.01f, Vector4f((std::rand() % 255) / 255.0f, (std::rand() % 255) / 255.0f, (std::rand() % 255) / 255.0f, 1));
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drawablesPool[i].Init(geo, &mat);
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drawablesPool[i].Init(&shader, geo, &mat);
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}
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nodesPool.resize(OBJECTS);
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for(int i = 0; i < OBJECTS; i++)
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@@ -74,8 +74,6 @@ public:
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nodesPool[i].SetMatrix(Utils::translate(glm::mat4x4(1), Vector3f((std::rand() % 10000) / 1000.0f - 5, (std::rand() % 10000) / 1000.0f - 5, (std::rand() % 10000) / 1000.0f - 5)));
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}
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scene.shader = &shader;
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GetGraphicsAppManager()->GetRenderer()->SetScene(&scene);
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camController.Init(&cam);
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