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TexturedQuad fixes, Better controller input handling (needs custom mapping)
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@@ -31,8 +31,8 @@ void CSimpleShadow::Render(const TLockedToken<CTexture>& tex) {
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CGraphics::DisableAllLights();
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CGraphics::SetModelMatrix(x0_xf);
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if (!m_filter || m_filter->GetTex().GetObj() != tex.GetObj())
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m_filter.emplace(EFilterType::InvDstMultiply, tex, CTexturedQuadFilter::ZTest::LEqual);
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//if (!m_filter || m_filter->GetTex().GetObj() != tex.GetObj())
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//m_filter.emplace(EFilterType::InvDstMultiply, tex, CTexturedQuadFilter::ZTest::LEqual);
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float radius = x34_radius * x30_scale;
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const std::array<CTexturedQuadFilter::Vert, 4> verts{{
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@@ -41,7 +41,7 @@ void CSimpleShadow::Render(const TLockedToken<CTexture>& tex) {
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{{-radius, 0.f, radius}, {1.f, 0.f}},
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{{radius, 0.f, radius}, {1.f, 1.f}},
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}};
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m_filter->drawVerts(zeus::skWhite, verts);
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//m_filter->drawVerts(zeus::skWhite, verts);
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}
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void CSimpleShadow::Calculate(const zeus::CAABox& aabb, const zeus::CTransform& xf, const CStateManager& mgr) {
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