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https://github.com/XProger/OpenLara.git
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fix items overview lighting
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@@ -1857,7 +1857,7 @@ struct Inventory {
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setupCamera(aspect);
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UI::setupInventoryShading();
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UI::setupInventoryShading(vec3(0.0f));
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renderPage(page);
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if (page != targetPage)
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16
src/ui.h
16
src/ui.h
@@ -634,7 +634,7 @@ namespace UI {
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pickups.push(item);
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}
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void setupInventoryShading() {
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void setupInventoryShading(vec3 offset) {
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Core::mView.identity();
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Core::mProj = GAPI::perspective(1.0f, 1.0f, 1.0f, 2.0f);
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Core::mLightProj = Core::mProj * Core::mView;
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@@ -642,17 +642,19 @@ namespace UI {
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game->setShader(Core::passCompose, Shader::ENTITY, false, false);
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Core::setMaterial(1.0f, 0.0f, 0.0f, 1.0f);
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vec4 o = vec4(offset, 0.0f);
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// center
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Core::lightPos[0] = vec4(0.0f, 0.0f, 0.0f, 0.0f);
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Core::lightPos[0] = vec4(0.0f, 0.0f, 0.0f, 0.0f) + o;
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Core::lightColor[0] = vec4(0.4f, 0.4f, 0.4f, 1.0f / 2048.0f);
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// camera view
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Core::lightPos[1] = vec4(0.0f, 0.0f, -2048.0f, 0.0f);
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Core::lightPos[1] = vec4(0.0f, 0.0f, -2048.0f, 0.0f) + o;
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Core::lightColor[1] = vec4(0.9f, 0.9f, 0.9f, 1.0f / 2048.0f);
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// left
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Core::lightPos[2] = vec4(-1536.0f, 256.0f, 0.0f, 0.0f);
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Core::lightPos[2] = vec4(-1536.0f, 256.0f, 0.0f, 0.0f) + o;
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Core::lightColor[2] = vec4(0.8f, 0.8f, 0.5f, 1.0f / 4096.0f);
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// right
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Core::lightPos[3] = vec4( 1536.0f, -256.0f, 0.0f, 0.0f);
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Core::lightPos[3] = vec4( 1536.0f, -256.0f, 0.0f, 0.0f) + o;
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Core::lightColor[3] = vec4(0.8f, 0.6f, 0.8f, 1.0f / 4096.0f);
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Core::updateLights();
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@@ -670,7 +672,9 @@ namespace UI {
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mat4 mView = Core::mView;
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Core::mView.scale(vec3(0.5f));
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Core::setViewProj(Core::mView, Core::mProj);
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setupInventoryShading();
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vec3 lightOffset = vec3(UI::width - 64.0f, UI::height - 64.0f, 2048.0f);
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setupInventoryShading(lightOffset);
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Basis joints[MAX_SPHERES];
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