refactor: format code
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@@ -49,13 +49,13 @@ void main(void){
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}
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)";
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EntityShader::EntityShader(): ShaderProgram(){}
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EntityShader::EntityShader() : ShaderProgram() {}
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void EntityShader::loadShader(){
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void EntityShader::loadShader() {
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ShaderProgram::loadProgram(vertexSource, fragmentSource);
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}
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void EntityShader::getAllUniformLocation(){
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void EntityShader::getAllUniformLocation() {
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location_aspect_ratio = getUniformLocation("aspectRatio");
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location_zoom = getUniformLocation("zoom");
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location_cam = getUniformLocation("camPos");
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@@ -63,18 +63,18 @@ void EntityShader::getAllUniformLocation(){
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location_viewtype = getUniformLocation("isometricView");
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}
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void EntityShader::setCamPos(const glm::vec2& camPos){
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void EntityShader::setCamPos(const glm::vec2& camPos) {
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loadVector(location_cam, camPos);
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}
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void EntityShader::setZoom(float zoom){
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void EntityShader::setZoom(float zoom) {
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loadFloat(location_zoom, zoom);
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}
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void EntityShader::setAspectRatio(float aspectRatio){
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void EntityShader::setAspectRatio(float aspectRatio) {
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loadFloat(location_aspect_ratio, aspectRatio);
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}
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void EntityShader::setModelPos(const glm::vec2& modelPos){
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void EntityShader::setModelPos(const glm::vec2& modelPos) {
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loadVector(location_translation, modelPos);
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}
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void EntityShader::setIsometricView(float isometric){
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void EntityShader::setIsometricView(float isometric) {
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loadFloat(location_viewtype, isometric);
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}
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