shooting, redirecting, locking, recalling, damaging, fixed snake return paths
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build/res/gfx/glow.png
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build/res/gfx/glow.png
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build/res/gfx/shadow.png
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build/res/gfx/shadow.png
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build/res/shader/color_quad.fs
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build/res/shader/color_quad.fs
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#version 330 core
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uniform vec4 uColor;
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out vec4 FragColor;
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void main()
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{
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gl_FragColor = uColor;
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}
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build/res/shader/color_quad.vs
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build/res/shader/color_quad.vs
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#version 330 core
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layout (location = 0) in vec3 lPosition;
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layout (location = 1) in vec2 lUV;
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uniform mat4 uModel;
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uniform mat4 uProjection;
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uniform mat4 uView;
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out vec2 iUV;
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void main()
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{
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gl_Position = uProjection * uView * uModel * vec4(lPosition, 1.0);
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iUV = lUV;
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}
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