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https://github.com/zoriya/Bomberman.git
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adding texture on shader
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@@ -4,14 +4,20 @@ precision mediump float;
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// Input vertex attributes (from vertex shader)
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varying vec3 fragPosition;
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varying vec2 fragTexCoord;
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uniform sampler2D texture0;
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uniform float alpha;
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void main() {
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// Texel color fetching from texture sampler
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// NOTE: Implement here your fragment shader code
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vec4 tmp = texture2D(texture0, fragTexCoord);
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gl_FragColor = vec4(fragPosition, alpha);
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tmp.a = alpha;
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gl_FragColor = tmp;
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//gl_FragColor = vec4(fragColor.r, fragColor.g, fragColor.b, alpha);
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}
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@@ -96,12 +96,16 @@ uniform float radius;
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// Output vertex attributes (to fragment shader)
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varying vec3 fragPosition;
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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// NOTE: Add here your custom variables
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void main() {
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// Send vertex attributes to fragment shader
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fragPosition = vertexPosition + vertexPosition * vec3(cnoise(vec3(vertexNormal + vec3(frame))) * 0.5);
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fragColor = vertexColor;
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fragTexCoord = vertexTexCoord;
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// Calculate final vertex position
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gl_Position = mvp * vec4(fragPosition , radius);
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//gl_Position = vec4(vertexNormal, 1.0);
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@@ -58,7 +58,7 @@ namespace BBM
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if (duration_cast<std::chrono::milliseconds>(ctx.clock).count() <= 10)
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return;
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ctx.clock = 0ns;
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ctx.explosionRadius -= 1;
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ctx.explosionRadius -= 0.6;
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if (ctx.explosionRadius < BombExplosionShaderComponent::maxRadius) {
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ctx.explosionRadius = BombExplosionShaderComponent::maxRadius;
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ctx.alpha -= 0.1;
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@@ -73,7 +73,11 @@ namespace BBM
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.addComponent<TimerComponent>(500ms, [](WAL::Entity &explosion, WAL::Wal &wal) {
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explosion.scheduleDeletion();
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})
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.addComponent<Drawable3DComponent, RAY3D::Model>(GenMeshSphere(0.5, 16, 16));
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.addComponent<Drawable3DComponent, RAY3D::Model>(GenMeshSphere(0.5, 16, 16),
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std::make_pair(
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MAP_DIFFUSE,
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"assets/bombs/explosion/blast.png"
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));
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/*.addComponent<Drawable3DComponent, RAY3D::Model>("assets/bombs/explosion/explosion.glb", false,
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std::make_pair(
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MAP_DIFFUSE,
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