Bind texture units using GpuMaterial
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@@ -6,7 +6,7 @@
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uint32_t Light::s_idCounter = 0;
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Light::Light(const std::string &name, glm::vec3 color, float intensity, ShaderProgram *shaderProgram)
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: Entity(name), m_shaderProgram(shaderProgram), m_intensity(intensity), m_lightColor(color * intensity)
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: m_shaderProgram(shaderProgram), m_intensity(intensity), m_lightColor(color * intensity)
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{
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m_id = s_idCounter++;
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}
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