reflection
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		@ -186,7 +186,7 @@ void Skybox_pass (GLuint& SkyboxVAO, Shader& skyboxShader, Cubemap& skycubemap)
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   glDepthMask(GL_TRUE);
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}
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void drawScene_pass(Shader& shader,  Model& Object)
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void drawScene_pass(Shader& shader,  Model& Object, Cubemap& skybox)
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{
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   //glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
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   //glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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@ -194,6 +194,9 @@ void drawScene_pass(Shader& shader,  Model& Object)
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   shader.use();
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   shader.setVec3("cameraPos", camera.Position);
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   skybox.Bind();
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   shader.setMat4("model", model);
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   shader.setMat4("view", view);
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   shader.setMat4("projection", projection);
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@ -374,7 +377,7 @@ while(!glfwWindowShouldClose(window))
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   Skybox_pass(SkyboxVAO, skyboxShader, skybox);
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   drawScene_pass(shader,  backpack);
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   drawScene_pass(shader,  backpack, skybox);
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   outline_pass(outlineShader, backpack);
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