Randomness fixed
Redundant continue removed Redundant cross product removed
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@@ -43,59 +43,7 @@ float GetRandomNumber(int polygon_index)
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{
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int randomIndex = int(mod(polygon_index, 50));
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switch (randomIndex)
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{
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case 0: return RandomNumbers[0];
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case 1: return RandomNumbers[1];
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case 2: return RandomNumbers[2];
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case 3: return RandomNumbers[3];
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case 4: return RandomNumbers[4];
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case 5: return RandomNumbers[5];
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case 6: return RandomNumbers[6];
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case 7: return RandomNumbers[7];
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case 8: return RandomNumbers[8];
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case 9: return RandomNumbers[9];
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case 10: return RandomNumbers[10];
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case 11: return RandomNumbers[11];
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case 12: return RandomNumbers[12];
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case 13: return RandomNumbers[13];
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case 14: return RandomNumbers[14];
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case 15: return RandomNumbers[15];
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case 16: return RandomNumbers[16];
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case 17: return RandomNumbers[17];
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case 18: return RandomNumbers[18];
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case 19: return RandomNumbers[19];
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case 20: return RandomNumbers[20];
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case 21: return RandomNumbers[21];
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case 22: return RandomNumbers[22];
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case 23: return RandomNumbers[23];
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case 24: return RandomNumbers[24];
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case 25: return RandomNumbers[25];
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case 26: return RandomNumbers[26];
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case 27: return RandomNumbers[27];
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case 28: return RandomNumbers[28];
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case 29: return RandomNumbers[29];
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case 30: return RandomNumbers[30];
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case 31: return RandomNumbers[31];
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case 32: return RandomNumbers[32];
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case 33: return RandomNumbers[33];
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case 34: return RandomNumbers[34];
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case 35: return RandomNumbers[35];
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case 36: return RandomNumbers[36];
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case 37: return RandomNumbers[37];
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case 38: return RandomNumbers[38];
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case 39: return RandomNumbers[39];
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case 40: return RandomNumbers[40];
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case 41: return RandomNumbers[41];
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case 42: return RandomNumbers[42];
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case 43: return RandomNumbers[43];
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case 44: return RandomNumbers[44];
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case 45: return RandomNumbers[45];
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case 46: return RandomNumbers[46];
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case 47: return RandomNumbers[47];
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case 48: return RandomNumbers[48];
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case 49: return RandomNumbers[49];
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}
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return RandomNumbers[randomIndex];
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}
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float randomNumber = 0.0;
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@@ -120,7 +68,7 @@ void main()
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mat3 matrisA = mat3(vecA, dir2, vecB);
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float lengthA = length(cross(dir1, dir2));
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float lengthA = length(vecB);
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lengthA = lengthA * lengthA;
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float s = determinant(matrisA) / lengthA;
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@@ -80,7 +80,7 @@ void DrawFinalPass::Draw(RenderScene& scene)
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glDrawElementsBaseVertex(GL_TRIANGLES, explosionEffectJob->EndIndex - explosionEffectJob->StartIndex + 1, GL_UNSIGNED_INT, 0, explosionEffectJob->StartIndex);
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GLERROR("DrawFinalPass::ExplosionEffect: END");
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m_ExplosionEffectProgram->Unbind();
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continue;
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} else {
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
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if (modelJob) {
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@@ -112,7 +112,7 @@ void DrawFinalPass::Draw(RenderScene& scene)
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glDrawElementsBaseVertex(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, 0, modelJob->StartIndex);
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GLERROR("DrawFinalPass::Model: END");
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m_ForwardPlusProgram->Unbind();
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continue;
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}
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}
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