fix msvc build
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@@ -78,7 +78,9 @@ void Skybox::drawBackground(
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auto backShader = assets.get<Shader>("background");
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auto backShader = assets.get<Shader>("background");
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backShader->use();
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backShader->use();
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backShader->uniformMatrix("u_view", camera.getView(false));
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backShader->uniformMatrix("u_view", camera.getView(false));
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backShader->uniform1f("u_zoom", camera.zoom*camera.getFov()/(M_PI*0.5f));
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backShader->uniform1f(
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"u_zoom", camera.zoom * camera.getFov() / glm::half_pi<float>()
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);
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backShader->uniform1f("u_ar", float(width)/float(height));
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backShader->uniform1f("u_ar", float(width)/float(height));
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backShader->uniform1i("u_skybox", 1);
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backShader->uniform1i("u_skybox", 1);
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bind();
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bind();
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@@ -139,7 +141,11 @@ void Skybox::draw(
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float sangle = daytime * glm::pi<float>() * 2.0 + sprite.phase;
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float sangle = daytime * glm::pi<float>() * 2.0 + sprite.phase;
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float distance = sprite.distance * depthScale;
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float distance = sprite.distance * depthScale;
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glm::mat4 rotation = glm::rotate(glm::mat4(1.0f), -sangle + glm::pi<float>() * 0.5f, glm::vec3(0, 0, -1));
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glm::mat4 rotation = glm::rotate(
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glm::mat4(1.0f),
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-sangle + glm::pi<float>() * 0.5f,
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glm::vec3(0, 0, -1)
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);
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rotation = glm::rotate(rotation, sprite.altitude, glm::vec3(1, 0, 0));
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rotation = glm::rotate(rotation, sprite.altitude, glm::vec3(1, 0, 0));
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glm::vec3 pos = glm::vec4(0, distance, 0, 1) * rotation;
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glm::vec3 pos = glm::vec4(0, distance, 0, 1) * rotation;
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glm::vec3 up = glm::vec4(depthScale, 0, 0, 1) * rotation;
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glm::vec3 up = glm::vec4(depthScale, 0, 0, 1) * rotation;
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