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adding position in shader
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@@ -53,6 +53,7 @@ namespace BBM
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.addComponent<ShaderComponentModel>("assets/shaders/explosion.fs", "assets/shaders/explosion.vs", [](WAL::Entity &entity, WAL::Wal &wal, std::chrono::nanoseconds dtime) {
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auto &ctx = entity.getComponent<BombExplosionShaderComponent>();
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auto &shader = entity.getComponent<ShaderComponentModel>();
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auto &pos = entity.getComponent<PositionComponent>();
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ctx.clock += dtime;
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if (duration_cast<std::chrono::milliseconds>(ctx.clock).count() <= 10)
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@@ -69,7 +70,8 @@ namespace BBM
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shader.shader.setShaderUniformVar("frame", ctx.frameCounter);
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shader.shader.setShaderUniformVar("alpha", ctx.alpha);
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shader.shader.setShaderUniformVar("radius", ctx.explosionRadius);
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})
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shader.shader.setShaderUniformVar("center", pos.position);
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}, true)
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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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