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More input and rendering implementations
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@@ -2045,16 +2045,8 @@ void CFrontEndUI::Draw() {
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x38_pressStart->GetHeight() / 480.f * vPad);
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zeus::CColor color = zeus::skWhite;
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color.a() = x64_pressStartAlpha;
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aurora::shaders::queue_textured_quad(
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aurora::shaders::CameraFilterType::Add,
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x38_pressStart->GetTexture()->ref,
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aurora::shaders::ZTest::Always,
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false,
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color,
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1.f,
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rect,
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0.f
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);
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aurora::shaders::queue_textured_quad(aurora::shaders::CameraFilterType::Add, x38_pressStart->GetTexture()->ref,
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aurora::shaders::ZTest::Always, false, color, 1.f, rect, 0.f);
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}
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if (xc0_attractCount > 0) {
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@@ -2065,7 +2057,9 @@ void CFrontEndUI::Draw() {
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/* To black */
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zeus::CColor color = zeus::skBlack;
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color.a() = 1.f - x58_fadeBlackTimer;
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m_fadeToBlack.draw(color);
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zeus::CRectangle rect(0, 0, 1, 1);
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aurora::shaders::queue_colored_quad(aurora::shaders::CameraFilterType::Blend, aurora::shaders::ZTest::Always,
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false, color, rect, 0.f);
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}
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}
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@@ -2075,12 +2069,16 @@ void CFrontEndUI::Draw() {
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/* To black */
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zeus::CColor color = zeus::skBlack;
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color.a() = zeus::clamp(0.f, 1.f - x58_fadeBlackTimer, 1.f);
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m_fadeToBlack.draw(color);
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zeus::CRectangle rect(0, 0, 1, 1);
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aurora::shaders::queue_colored_quad(aurora::shaders::CameraFilterType::Blend, aurora::shaders::ZTest::Always,
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false, color, rect, 0.f);
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} else if (x50_curScreen == EScreen::Title && x54_nextScreen == EScreen::Title) {
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/* From black with 30-sec skip to title */
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zeus::CColor color = zeus::skBlack;
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color.a() = 1.f - zeus::clamp(0.f, 30.f - x58_fadeBlackTimer, 1.f);
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m_fadeToBlack.draw(color);
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zeus::CRectangle rect(0, 0, 1, 1);
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aurora::shaders::queue_colored_quad(aurora::shaders::CameraFilterType::Blend, aurora::shaders::ZTest::Always,
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false, color, rect, 0.f);
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}
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}
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