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- if (pocisk == true)
- {
- // = posY - speed * (float)sin(rotate * 3.14 / 180.0f);
- this->shaderColor->GetParameter("World")->SetValue(
- sceneModelBox->GetMesh(i)->getLocalWorld() *
- glm::translate(glm::mat4(1.0f), glm::vec3(u, u2, 0.25f)) *
- glm::rotate(glm::mat4(1.0f), -rotate, glm::vec3(0.0f, 0.0f, 1.0f)) *
- glm::rotate(glm::mat4(1.0f), 90.0f, glm::vec3(1.0f, 0.0f, 0.0f)) *
- glm::scale(glm::mat4(1.0f), glm::vec3(0.02f, 0.03f, 0.05f))
- );
- u = u + speed * (float)cos(rotate * 3.14 / 180.0f);
- u2 = u2 - speed * (float)sin(rotate * 3.14 / 180.0f);
- sceneModelBox->GetMesh(i)->Draw();
- }
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