Fix compilation
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27dab13484
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@ -83,10 +83,10 @@ namespace Nz
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if (const auto& material = m_material->FindPass("ForwardPass"))
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{
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BasicMaterial mat(*material);
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if (mat.HasDiffuseMap())
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if (mat.HasBaseColorMap())
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{
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// Material should always have textures but we're better safe than sorry
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if (const auto& texture = mat.GetDiffuseMap())
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if (const auto& texture = mat.GetBaseColorMap())
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{
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Vector2f textureSize = Vector2f(Vector2ui(texture->GetSize()));
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textureSize.x *= textureCoords.width;
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