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@@ -90,27 +90,27 @@ void main(void){
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WorldShader::WorldShader() : ShaderProgram() {}
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void WorldShader::LoadShader() {
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ShaderProgram::LoadProgram(vertexSource, fragmentSource);
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ShaderProgram::LoadProgram(vertexSource, fragmentSource);
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}
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void WorldShader::GetAllUniformLocation() {
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m_LocationAspectRatio = static_cast<unsigned int>(GetUniformLocation("aspectRatio"));
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m_LocationZoom = static_cast<unsigned int>(GetUniformLocation("zoom"));
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m_LocationCam = static_cast<unsigned int>(GetUniformLocation("camPos"));
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m_LocationViewtype = static_cast<unsigned int>(GetUniformLocation("isometricView"));
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m_LocationAspectRatio = static_cast<unsigned int>(GetUniformLocation("aspectRatio"));
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m_LocationZoom = static_cast<unsigned int>(GetUniformLocation("zoom"));
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m_LocationCam = static_cast<unsigned int>(GetUniformLocation("camPos"));
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m_LocationViewtype = static_cast<unsigned int>(GetUniformLocation("isometricView"));
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}
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void WorldShader::SetCamPos(const Vec2f& camPos) {
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LoadVector(m_LocationCam, camPos);
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LoadVector(m_LocationCam, camPos);
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}
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void WorldShader::SetZoom(float zoom) {
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LoadFloat(m_LocationZoom, zoom);
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LoadFloat(m_LocationZoom, zoom);
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}
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void WorldShader::SetAspectRatio(float aspectRatio) {
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LoadFloat(m_LocationAspectRatio, aspectRatio);
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LoadFloat(m_LocationAspectRatio, aspectRatio);
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}
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void WorldShader::SetIsometricView(float isometric) {
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LoadFloat(m_LocationViewtype, isometric);
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LoadFloat(m_LocationViewtype, isometric);
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}
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} // namespace shader
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