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rendering classes refactoring
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+15
-19
@@ -1,8 +1,8 @@
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#version 330 core
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layout (location=0) in vec3 aPos;
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layout (location=1) in vec2 aTexCoords;
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layout (location=2) in mat4 aInstancedModel;
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec2 aTexCoords;
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layout (location = 2) in mat4 aInstancedModel;
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out vec2 texCoords;
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@@ -10,27 +10,23 @@ flat out int id;
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uniform mat4 proj;
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uniform mat4 view;
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//uniform mat4 model[4];
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uniform float lifePercentage[500];
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uniform vec3 trans[500];
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//uniform vec2 size[500];
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uniform vec2 startSize;
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uniform vec2 endSize;
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void main(){
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vec3 camLeft=vec3(view[0][0],view[1][0],view[2][0]);
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vec3 camUp=vec3(view[0][1],view[1][1],view[2][1]);
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vec3 camLeft = vec3(view[0][0], view[1][0], view[2][0]);
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vec3 camUp = vec3(view[0][1], view[1][1], view[2][1]);
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id=gl_InstanceID;
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vec2 s=startSize+(endSize-startSize)*lifePercentage[id];
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vec3 v=camLeft*s.x*aPos.x+camUp*s.y*aPos.y;
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mat4 model=aInstancedModel;
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model[3][0]=trans[gl_InstanceID].x;
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model[3][1]=trans[gl_InstanceID].y;
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model[3][2]=trans[gl_InstanceID].z;
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/*
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*/
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gl_Position=proj*view*model*vec4(v,1);
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//gl_Position=proj*view*model[gl_InstanceID]*vec4(s.x*aPos.x,s.y*aPos.y,aPos.z,1);
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texCoords=aTexCoords;
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id = gl_InstanceID;
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vec2 s = startSize + (endSize - startSize) * lifePercentage[id];
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vec3 v = camLeft * s.x * aPos.x+camUp * s.y * aPos.y;
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mat4 model = aInstancedModel;
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model[3][0] = trans[gl_InstanceID].x;
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model[3][1] = trans[gl_InstanceID].y;
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model[3][2] = trans[gl_InstanceID].z;
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gl_Position = proj * view * model * vec4(v, 1);
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texCoords = aTexCoords;
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}
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