add AnimationComponent, Skeleton, AnimationClip; add single Renderer3D class, remove some useless code; problem now renderer2D cannot blend with Renderer3D
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@ -1,62 +1,23 @@
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Scene: Scene Name
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Environment:
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AssetHandle: 1249421934001634765
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AssetHandle: 17073147362577408906
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Light:
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Direction: [-0.314, -0.941, -0.209]
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Radiance: [0, 0, 0]
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Multiplier: 0
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Multiplier: 1
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Entities:
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- Entity: 18090260616187152572
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- Entity: 3696833073589069488
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Parent: 0
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Children:
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[]
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TagComponent:
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Tag: Directional Light
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TransformComponent:
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Position: [0, 0, 0]
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Rotation: [0, 0, -2.7340124]
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Scale: [0.9999992, 0.9999992, 1]
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DirectionalLightComponent:
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Radiance: [1, 1, 1]
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CastShadows: true
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SoftShadows: true
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LightSize: 0.5
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- Entity: 18154648535203342017
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Parent: 0
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Children:
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[]
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TagComponent:
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Tag: Cube
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TransformComponent:
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Position: [0, 6.282704, 0]
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Rotation: [0, 0, 0]
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Scale: [1, 1, 1]
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MeshComponent:
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AssetID: 133168951455480052
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- Entity: 386484027514287028
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Parent: 0
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Children:
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[]
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TagComponent:
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Tag: Cube
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TransformComponent:
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Position: [0, 0, 0]
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Rotation: [0, 0, 0]
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Scale: [50, 1, 50]
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MeshComponent:
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AssetID: 133168951455480052
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- Entity: 6827989772960183355
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Parent: 0
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Children:
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[]
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TagComponent:
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Tag: Sky Light
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Tag: venice_dawn_1_4k
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TransformComponent:
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Position: [0, 0, 0]
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Rotation: [0, 0, 0]
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Scale: [1, 1, 1]
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SkyLightComponent:
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EnvironmentMap: 1249421934001634765
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EnvironmentMap: 17073147362577408906
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Intensity: 1
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Angle: 0
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PhysicsLayers:
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@ -58,11 +58,12 @@ void main()
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vs_Output.WorldTransform = mat3(u_Transform);
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vs_Output.Binormal = a_Binormal;
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vs_Output.FragPosLightSpace = u_LightSpaceMatrix * u_Transform * vec4(a_Position, 1.0);
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vs_Output.FragPosLightSpace = u_LightSpaceMatrix * u_Transform * localPosition;
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vs_Output.ViewPosition = vec3(u_ViewMatrix * vec4(vs_Output.WorldPosition, 1.0));
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gl_Position = u_ViewProjectionMatrix * u_Transform * vec4(a_Position, 1.0);
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// gl_Position = u_ViewProjectionMatrix * u_Transform * vec4(a_Position, 1.0);
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gl_Position = u_ViewProjectionMatrix * u_Transform * localPosition;
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}
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#type fragment
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