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Arm cannon rendering fixes
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@@ -89,7 +89,8 @@ void CWorldShadow::BuildLightShadowTexture(const CStateManager& mgr, TAreaId aid
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CGraphics::SetModelMatrix(zeus::CTransform::Identity());
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CBooModel::SetDrawingOccluders(true);
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g_Renderer->PrepareDynamicLights({});
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g_Renderer->DrawUnsortedGeometry(aid, 0, 0);
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g_Renderer->UpdateAreaUniforms(aid, true);
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g_Renderer->DrawUnsortedGeometry(aid, 0, 0, true);
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CBooModel::SetDrawingOccluders(false);
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if (lighten)
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@@ -97,7 +98,7 @@ void CWorldShadow::BuildLightShadowTexture(const CStateManager& mgr, TAreaId aid
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CGraphics::SetModelMatrix(x34_model);
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/* No depth test or write */
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/* Color white 25% alpha */
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m_shader.lightenShadow();
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//m_shader.lightenShadow();
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}
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if (motionBlur && !x88_blurReset)
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@@ -105,7 +106,7 @@ void CWorldShadow::BuildLightShadowTexture(const CStateManager& mgr, TAreaId aid
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/* No depth test or write */
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/* Color white 85% alpha */
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/* Draw in shadow texture */
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m_shader.blendPreviousShadow();
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//m_shader.blendPreviousShadow();
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}
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x88_blurReset = false;
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