remove glm dependency
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@@ -14,8 +14,6 @@
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#include <sstream>
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#include <vector>
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#include <glm/gtc/type_ptr.hpp>
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#ifdef __ANDROID__
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#include <android/log.h>
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#endif
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@@ -56,28 +54,19 @@ void ShaderProgram::LoadInt(unsigned int location, int value) const {
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}
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void ShaderProgram::LoadVector(unsigned int location,
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const glm::vec2& vector) const {
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const Vec2f& vector) const {
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glUniform2f(static_cast<GLint>(location), vector.x, vector.y);
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}
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void ShaderProgram::LoadVector(unsigned int location,
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const glm::vec3& vector) const {
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const Vec3f& vector) const {
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glUniform3f(static_cast<GLint>(location), vector.x, vector.y, vector.z);
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}
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void ShaderProgram::LoadVector(unsigned int location,
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const glm::vec4& vector) const {
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glUniform4f(static_cast<GLint>(location), vector.x, vector.y, vector.z, vector.w);
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}
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void ShaderProgram::LoadBoolean(unsigned int location, bool value) const {
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glUniform1i(static_cast<GLint>(location), value);
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}
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void ShaderProgram::LoadMatrix(unsigned int location, const glm::mat4& matrix) const {
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glUniformMatrix4fv(static_cast<GLint>(location), 1, false, glm::value_ptr(matrix));
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}
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void ShaderProgram::CleanUp() const {
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Stop();
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glDetachShader(m_ProgramID, m_VertexShaderID);
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