void ForwardAmbientLightShader::draw(const RenderComponent& renderComponent) { if (!renderComponent.material.hasDiffuse()) { return; } setMaterial(renderComponent.material); setUniform("modelToWorldMatrix", renderComponent.getTransformationMatrix()); renderComponent.mesh->draw(); }
void ShadowDepthShader::draw(const RenderComponent& renderComponent) { setUniform("modelToWorldMatrix", renderComponent.getTransformationMatrix()); renderComponent.mesh->draw(); }