First pass that actually work
Not at all done, but it'll have to do for now
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@@ -54,17 +54,18 @@ void DrawScenePass::Draw(RenderQueueCollection& rq)
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glUniform3fv(glGetUniformLocation(ShaderHandle, "ExplosionOrigin"), 1, glm::value_ptr(coolDeathAnimationJob->ExplosionOrigin));
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glUniform1f(glGetUniformLocation(ShaderHandle, "TimeSinceDeath"), coolDeathAnimationJob->TimeSinceDeath);
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glUniform1f(glGetUniformLocation(ShaderHandle, "ExplosionDuration"), coolDeathAnimationJob->ExplosionDuration);
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glUniform1i(glGetUniformLocation(ShaderHandle, "Gravity"), coolDeathAnimationJob->Gravity);
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glUniform1f(glGetUniformLocation(ShaderHandle, "GravityForce"), coolDeathAnimationJob->GravityForce);
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glUniform1f(glGetUniformLocation(ShaderHandle, "ObjectRadius"), coolDeathAnimationJob->ObjectRadius);
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//glUniform1i(glGetUniformLocation(ShaderHandle, "Gravity"), coolDeathAnimationJob->Gravity);
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//glUniform1f(glGetUniformLocation(ShaderHandle, "GravityForce"), coolDeathAnimationJob->GravityForce);
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//glUniform1f(glGetUniformLocation(ShaderHandle, "ObjectRadius"), coolDeathAnimationJob->ObjectRadius);
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glUniform4fv(glGetUniformLocation(ShaderHandle, "EndColor"), 1, glm::value_ptr(coolDeathAnimationJob->EndColor));
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glUniform1i(glGetUniformLocation(ShaderHandle, "Randomness"), coolDeathAnimationJob->Randomness);
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glUniform1fv(glGetUniformLocation(ShaderHandle, "RandomNumbers"), 20, coolDeathAnimationJob->RandomNumbers.data());
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glUniform1f(glGetUniformLocation(ShaderHandle, "RandomnessScalar"), coolDeathAnimationJob->RandomnessScalar);
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glUniform2fv(glGetUniformLocation(ShaderHandle, "Acceleration"), 1, glm::value_ptr(coolDeathAnimationJob->Acceleration));
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glUniform1i(glGetUniformLocation(ShaderHandle, "ColorPerPolygon"), coolDeathAnimationJob->ColorPerPolygon);
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glUniform1i(glGetUniformLocation(ShaderHandle, "ReverseAnimation"), coolDeathAnimationJob->ReverseAnimation);
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glUniform1i(glGetUniformLocation(ShaderHandle, "Wireframe"), coolDeathAnimationJob->Wireframe);
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glUniform2fv(glGetUniformLocation(ShaderHandle, "Velocity"), 1, glm::value_ptr(coolDeathAnimationJob->Velocity));
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glUniform1i(glGetUniformLocation(ShaderHandle, "ColorByDistance"), coolDeathAnimationJob->ColorByDistance);
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//glUniform1i(glGetUniformLocation(ShaderHandle, "ReverseAnimation"), coolDeathAnimationJob->ReverseAnimation);
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//glUniform1i(glGetUniformLocation(ShaderHandle, "Wireframe"), coolDeathAnimationJob->Wireframe);
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glUniform1i(glGetUniformLocation(ShaderHandle, "ExponentialAccelaration"), coolDeathAnimationJob->ExponentialAccelaration);
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@@ -117,16 +117,17 @@ void RenderQueueFactory::FillModels(World* world, RenderQueue* renderQueue)
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job.ExplosionOrigin = (glm::vec3)deathComp["ExplosionOrigin"];
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job.TimeSinceDeath = (double)deathComp["TimeSinceDeath"];
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job.ExplosionDuration = (double)deathComp["ExplosionDuration"];
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job.Gravity = (bool)deathComp["Gravity"];
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job.GravityForce = (double)deathComp["GravityForce"];
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job.ObjectRadius = (double)deathComp["ObjectRadius"];
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//job.Gravity = (bool)deathComp["Gravity"];
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//job.GravityForce = (double)deathComp["GravityForce"];
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//job.ObjectRadius = (double)deathComp["ObjectRadius"];
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job.EndColor = (glm::vec4)deathComp["EndColor"];
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job.Randomness = (bool)deathComp["Randomness"];
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job.RandomnessScalar = (double)deathComp["RandomnessScalar"];
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job.Acceleration = (glm::vec2)deathComp["Acceleration"];
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job.ColorPerPolygon = (bool)deathComp["ColorPerPolygon"];
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job.ReverseAnimation = (bool)deathComp["ReverseAnimation"];
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job.Wireframe = (bool)deathComp["Wireframe"];
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job.Velocity = (glm::vec2)deathComp["Velocity"];
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job.ColorByDistance = (bool)deathComp["ColorByDistance"];
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//job.ReverseAnimation = (bool)deathComp["ReverseAnimation"];
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//job.Wireframe = (bool)deathComp["Wireframe"];
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job.ExponentialAccelaration = (bool)deathComp["ExponentialAccelaration"];
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job.RandomNumbers = {
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0.3257552917701f,
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0.07601508315467f,
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