Rework shader bindings (WIP)
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@@ -218,11 +218,11 @@ int main()
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registry.get<Nz::NodeComponent>(viewer).SetParent(registry, headingEntity);
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registry.get<Nz::NodeComponent>(viewer).SetPosition(Nz::Vector3f::Backward() * 2.5f + Nz::Vector3f::Up() * 1.f);
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for (std::size_t x = 0; x < 1; ++x)
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for (std::size_t x = 0; x < 2; ++x)
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{
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for (std::size_t y = 0; y < 1; ++y)
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for (std::size_t y = 0; y < 2; ++y)
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{
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for (std::size_t z = 0; z < 1; ++z)
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for (std::size_t z = 0; z < 2; ++z)
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{
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entt::entity entity = registry.create();
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auto& entityGfx = registry.emplace<Nz::GraphicsComponent>(entity);
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