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https://github.com/aharabada/glitchy-engine-beef.git
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DX11: Automatically validate input layouts against vertex shaders
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@@ -295,7 +295,7 @@ namespace GlitchyEditor
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mat.SetVariable("MetallicFactor", 1.0f);
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mat.SetVariable("RoughnessFactor", 1.0f);
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EcsEntity e = ModelLoader.LoadModel("content/Models/sphere.glb", myEffect, mat, _scene.[Friend]_ecsWorld, clips, "Sphere 1");
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EcsEntity e = ModelLoader.LoadModel("content/Models/sphere.glb", mat, _scene.[Friend]_ecsWorld, clips, "Sphere 1");
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Entity entity = .(e, _scene);
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var transform = entity.GetComponent<TransformComponent>();
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@@ -342,7 +342,7 @@ namespace GlitchyEditor
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mat.SetVariable("RoughnessFactor", (x + 1) / 10.0f);
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mat.SetVariable("MetallicFactor", y / 9.0f);
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EcsEntity e = ModelLoader.LoadModel("content/Models/sphere.glb", myEffect, mat, _scene.[Friend]_ecsWorld, clips, scope $"Sphere {x} {y}");
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EcsEntity e = ModelLoader.LoadModel("content/Models/sphere.glb", mat, _scene.[Friend]_ecsWorld, clips, scope $"Sphere {x} {y}");
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Entity entity = .(e, _scene);
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var transform = entity.GetComponent<TransformComponent>();
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