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May 24th, 2018
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  1. glm::vec4 MainMatrix::MultiplyWithMainMatrix(glm::vec4 f_CoordinateVector)
  2. {
  3. glm::mat4 translation=glm::translate(glm::mat4{1.0f},glm::vec3{-m_camera_x,-m_camera_y,0.0f});
  4. glm::mat4 rotation=glm::rotate(glm::mat4{1.0f},m_angle,glm::vec3{0.0f,0.0f,1.0f});
  5.  
  6. glm::mat4 scaled=glm::scale(glm::mat4{1.0f},glm::vec3{m_unzoom,m_unzoom,0.0f});
  7. glm::vec4 f_ReturnVector=scaled*rotation*translation*f_CoordinateVector;
  8. return f_ReturnVector;
  9. }
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