Merge branch 'master' into Menu
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@@ -1,6 +1,6 @@
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<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
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<Camera xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Camera.xsd">
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<FOV>45</FOV>
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<FOV>59</FOV> <!-- 90 horizontal FOV at 1080p -->
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<NearClip>0.01</NearClip>
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<FarClip>5000</FarClip>
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</Camera>
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@@ -99,7 +99,7 @@
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</c:Team>
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<c:PlayerSpawn/>
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<c:Spawner>
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<EntityFile>Schema/Entities/Player.xml</EntityFile>
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<EntityFile>Schema/Entities/PlayerRed.xml</EntityFile>
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</c:Spawner>
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<c:Transform/>
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</Components>
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@@ -225,6 +225,11 @@
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</Team>
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</c:Team>
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<c:Trigger/>
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<c:Model>
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<Resource></Resource>
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<Color A="0.300000012" B="0" G="0" R="1"/>
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<Visible>false</Visible>
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</c:Model>
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<c:Transform>
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<Position X="0" Y="0" Z="-4.10000038"/>
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</c:Transform>
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@@ -239,7 +244,17 @@
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<Scale X="2.70000005" Y="3.4000001" Z="4.60000038"/>
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</c:Transform>
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</Components>
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<Children/>
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<Children>
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<Entity>
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<Components>
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<c:Model>
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<Resource></Resource>
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</c:Model>
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<c:Transform/>
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</Components>
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<Children/>
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</Entity>
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</Children>
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</Entity>
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<Entity name="Blue">
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<Components>
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@@ -0,0 +1,29 @@
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#version 430
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uniform mat4 M;
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uniform mat4 V;
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uniform mat4 P;
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uniform mat4 Bones[100];
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layout (location = 0) in vec3 Position;
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layout (location = 4) in vec2 TextureCoords;
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layout(location = 5) in vec4 BoneIndices;
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layout(location = 6) in vec4 BoneWeights;
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out VertexData{
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vec2 TextureCoordinate;
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}Output;
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void main()
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{
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mat4 boneTransform = mat4(1);
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if(BoneWeights[0] > 0.0f){
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boneTransform = BoneWeights[0] * Bones[int(BoneIndices[0])]
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+ BoneWeights[1] * Bones[int(BoneIndices[1])]
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+ BoneWeights[2] * Bones[int(BoneIndices[2])]
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+ BoneWeights[3] * Bones[int(BoneIndices[3])];
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}
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gl_Position = P * V * M * boneTransform * vec4(Position, 1.0);
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Output.TextureCoordinate = TextureCoords;
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}
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