overhauled physics engine
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@@ -144,10 +144,10 @@ void UIPass::createRenderPass()
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descriptorLayout->addDescriptorBinding(3, Gfx::SE_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 256, Gfx::SE_DESCRIPTOR_BINDING_VARIABLE_DESCRIPTOR_COUNT_BIT | Gfx::SE_DESCRIPTOR_BINDING_PARTIALLY_BOUND_BIT);
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descriptorLayout->create();
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Math::Matrix4 projectionMatrix = glm::ortho(0, 1, 1, 0);
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Matrix4 projectionMatrix = glm::ortho(0, 1, 1, 0);
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UniformBufferCreateInfo info = {
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.resourceData = {
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.size = sizeof(Math::Matrix4),
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.size = sizeof(Matrix4),
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.data = (uint8*)&projectionMatrix,
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},
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.bDynamic = false,
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