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refactor: remove unused uniforms and set cameraPos uniform outside lambda
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@@ -22,7 +22,6 @@ uniform float ambientStrength;
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uniform vec3 sunlightColor;
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uniform vec3 ambientColor;
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uniform vec3 sunlightDir;
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uniform vec3 cameraPos;
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uniform bool shader_on;
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uniform float specularStrength;
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@@ -819,7 +819,6 @@ void Renderer::render_world() {
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accum_shader.set_loc("mv_matrix", m_mv_mat);
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accum_shader.set_loc("proj_matrix", m_p_mat);
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accum_shader.set_loc("norm_matrix", m_norm_mat);
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accum_shader.set_loc("lightSpaceMatrix", light_space_matrix);
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accum_shader.set_loc("ambientStrength", m_ambient_strength);
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accum_shader.set_loc("sunlightColor",
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m_parallel_light.directional_light_color);
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@@ -828,14 +827,13 @@ void Renderer::render_world() {
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accum_shader.set_loc("sunlightDir", light_dir_view);
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accum_shader.set_loc("shader_on", m_shader_on);
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accum_shader.set_loc("specularStrength", m_specular_strength);
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accum_shader.set_loc("cameraPos", m_camera.get_camera_pos());
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};
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auto& accum_shader = get_shader("accum");
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accum_shader.use();
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set_accum_loc(accum_shader);
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accum_shader.set_loc("cameraPos", m_camera.get_camera_pos());
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D_ARRAY, m_texture_manager.get_texture_array());
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for (const auto& snapshot : m_render_snapshots) {
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