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More coding style conformance
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@@ -141,15 +141,16 @@ void PointGlobe::render(const RenderData& data, RendererTasks&) {
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glm::inverse(rotationTransform) *
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scaleTransform; // Scale
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glm::dmat4 modelViewTransform = data.camera.combinedViewMatrix() * modelTransform;
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//glm::vec3 directionToSun = glm::normalize(glm::vec3(0) - glm::vec3(bodyPosition));
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//glm::vec3 directionToSunViewSpace = glm::mat3(data.camera.combinedViewMatrix()) * directionToSun;
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_programObject->setUniform("lightIntensityClamped", lightIntensityClamped);
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//_programObject->setUniform("lightOverflow", lightOverflow);
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//_programObject->setUniform("directionToSunViewSpace", directionToSunViewSpace);
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_programObject->setUniform("modelViewTransform", glm::mat4(modelViewTransform));
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_programObject->setUniform("projectionTransform", data.camera.sgctInternal.projectionMatrix());
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_programObject->setUniform(
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"projectionTransform",
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data.camera.sgctInternal.projectionMatrix()
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);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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