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~ | Variable refactoring
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@ -49,8 +49,8 @@ int main(int argc, char **argv)
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shader.set_int("u_objectsNum", gpu_data.size());
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shader.set_float("u_time", (float)(glfwGetTime()));
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shader.set_vec2("u_resolution", glm::vec2(WIDTH, HEIGHT));
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shader.set_vec3("u_cameraPosition", scene.getCamera()->get_position());
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shader.set_mat4("u_viewMatrix", scene.getCamera()->get_view_matrix());
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shader.set_vec3("u_cameraPosition", scene.getCamera()->getPosition());
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shader.set_mat4("u_viewMatrix", scene.getCamera()->getViewMatrix());
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glDispatchCompute((WIDTH + 15) / 16, (HEIGHT + 15) / 16, 1);
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glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
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