[update] Moved codes which transpose a matrix, to GLSL.
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@ -14,7 +14,7 @@ class CircleElement : ElementInterface {
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public:
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///
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static struct Instance {
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/// this should be transposed
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///
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align(1) mat3 matrix = mat3.identity;
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///
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align(1) float weight = 1;
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@ -35,7 +35,7 @@ class CircleElement : ElementInterface {
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override DamageCalculationResult CalculateDamage(vec2 p1, vec2 p2) const {
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if (!alive) return DamageCalculationResult(0, 0);
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const m = matrix.transposed.inverse;
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const m = matrix.inverse;
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const a = (m * vec3(p1, 1)).xy;
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const b = (m * vec3(p2, 1)).xy;
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@ -107,7 +107,7 @@ class CircleElementProgram {
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out vec4 color_;
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void main() {
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mat3 m = mat3(m1, m2, m3);
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mat3 m = transpose(mat3(m1, m2, m3));
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vec2 pos = (m * vec3(vert, 1)).xy;
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uv_ = vert;
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@ -55,7 +55,7 @@ class ScheduledController(
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override void ProcessOperation(float time, ref in ParametersBlock params) {
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super.ProcessOperation(time, params);
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static if (MatrixModificationAvailable) {
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target_.matrix = matrix_factory_.Create().transposed;
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target_.matrix = matrix_factory_.Create();
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}
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}
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override void FinalizeOperation(ref in ParametersBlock params) {
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