remove glm dependency
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@@ -100,7 +100,7 @@ void WorldShader::GetAllUniformLocation() {
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m_LocationViewtype = static_cast<unsigned int>(GetUniformLocation("isometricView"));
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}
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void WorldShader::SetCamPos(const glm::vec2& camPos) {
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void WorldShader::SetCamPos(const Vec2f& 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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