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CWorldShadow OpenGL fixes; discord-rpc integration
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@@ -18,6 +18,14 @@ void CWorldShadow::EnableModelProjectedShadow(const zeus::CTransform& pos, s32 l
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texTransform = (texTransform * zeus::CTransform::Scale(float(M_SQRT2) * x64_objHalfExtent * f1)).inverse();
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texTransform = zeus::CTransform::Translate(0.5f, 0.f, 0.5f) * texTransform;
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CBooModel::EnableShadowMaps(m_shader.GetTexture().get(), texTransform);
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#if CWORLDSHADOW_FEEDBACK
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if (!m_feedback)
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m_feedback.emplace(EFilterType::Blend, m_shader.GetTexture().get());
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zeus::CRectangle rect(0.4f, 0.4f, 0.2f, 0.2f);
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m_feedback->draw(zeus::CColor::skWhite, 1.f, rect);
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#endif
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}
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void CWorldShadow::DisableModelProjectedShadow()
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@@ -78,9 +86,6 @@ void CWorldShadow::BuildLightShadowTexture(const CStateManager& mgr, TAreaId aid
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x34_model = zeus::lookAt(centerPoint - zeus::CVector3f(0.f, 0.f, 0.1f), light.GetPosition());
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CGraphics::SetModelMatrix(x34_model);
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m_shadowViewProj = CGraphics::GetPerspectiveProjectionMatrix(false) *
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CGraphics::g_CameraMatrix.toMatrix4f();
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float extent = float(M_SQRT2) * x64_objHalfExtent;
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/* Depth test and write */
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/* Color white 100% alpha */
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@@ -98,7 +103,7 @@ 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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@@ -106,7 +111,7 @@ 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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