We now save and use material ID in normal render target alpha channel, reading from a 1DTextureArray.
Merge branch 'master' of https://github.com/Lemmibl/Engine
We now save and use material ID in normal render target alpha channel, by sampling with the material ID from the 1DTextureArray that contains material data. This might be a second, unnecessary commit; git kind of pooped itself when I pulled stuff.