UI quad and Vector2 uniform.
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@@ -27,7 +27,7 @@ Renderer :: struct {
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active_camera: ^Camera, // NOTE: SS - Hardcoded to 1 active camera. Split-screen is likely not possible due to this. Fix(?).
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// Primitive meshes.
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default_cube_mesh, default_quad_mesh, default_sphere_mesh: Mesh,
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default_cube_mesh, default_quad_world_mesh, default_quad_ui_mesh, default_sphere_mesh: Mesh,
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fullscreen_vertex_shader, fullscreen_fragment_shader: Shader,
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fullscreen_shader_program: Shader_Program,
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@@ -97,13 +97,16 @@ create :: proc(render_resolution: Resolution, surface_ptr: rawptr) -> (^Renderer
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set_vsync(renderer, true)
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{ // Create the default mesh-primitives.
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// default_cube_mesh, default_quad_mesh, default_sphere_mesh: Mesh,
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// default_cube_mesh, default_quad_world_mesh, default_sphere_mesh: Mesh,
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if m, ok := create_mesh(renderer, .Cube); ok {
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renderer.default_cube_mesh = m
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}
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if m, ok := create_mesh(renderer, .Quad); ok {
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renderer.default_quad_mesh = m
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if m, ok := create_mesh(renderer, .World_Quad); ok {
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renderer.default_quad_world_mesh = m
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}
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if m, ok := create_mesh(renderer, .UI_Quad); ok {
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renderer.default_quad_ui_mesh = m
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}
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if m, ok := create_mesh(renderer, .Sphere); ok {
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renderer.default_sphere_mesh = m
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@@ -321,7 +324,7 @@ execute_post_processing_node :: proc(renderer: ^Renderer, node: ^Post_Processing
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destroy :: proc(renderer: ^Renderer) {
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delete_mesh(renderer, &renderer.default_cube_mesh)
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delete_mesh(renderer, &renderer.default_quad_mesh)
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delete_mesh(renderer, &renderer.default_quad_world_mesh)
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delete_mesh(renderer, &renderer.default_sphere_mesh)
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when RENDER_BACKEND_OPENGL {
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