remove glm dependency
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@@ -19,10 +19,10 @@ public:
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EntityShader();
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void LoadShader();
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void SetCamPos(const glm::vec2& camPos);
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void SetCamPos(const Vec2f& camPos);
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void SetZoom(float zoom);
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void SetAspectRatio(float aspectRatio);
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void SetModelPos(const glm::vec2& modelPos);
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void SetModelPos(const Vec2f& modelPos);
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void SetIsometricView(float isometric);
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};
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@@ -1,7 +1,7 @@
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#pragma once
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#include <string>
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#include <glm/glm.hpp>
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#include "Defines.h"
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#include "render/GL.h"
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namespace td {
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@@ -24,11 +24,9 @@ protected:
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void LoadFloat(unsigned int location, float value) const;
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void LoadInt(unsigned int location, int value) const;
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void LoadVector(unsigned int location, const glm::vec2& vector) const;
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void LoadVector(unsigned int location, const glm::vec3& vector) const;
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void LoadVector(unsigned int location, const glm::vec4& vector) const;
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void LoadVector(unsigned int location, const Vec2f& vector) const;
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void LoadVector(unsigned int location, const Vec3f& vector) const;
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void LoadBoolean(unsigned int location, bool value) const;
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void LoadMatrix(unsigned int location, const glm::mat4& matrix) const;
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void CleanUp() const;
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private:
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@@ -13,7 +13,7 @@ protected:
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public:
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WorldShader();
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void LoadShader();
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void SetCamPos(const glm::vec2& camPos);
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void SetCamPos(const Vec2f& camPos);
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void SetZoom(float zoom);
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void SetAspectRatio(float aspectRatio);
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void SetIsometricView(float isometric);
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