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Fix skybox being mirrored in-game vs .png
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@ -102,39 +102,39 @@ namespace ClassicalSharp.Renderers {
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VertexP3fT2fC4b v; v.Col = game.World.Env.CloudsCol;
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// Render the front quad
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v.X = pos; v.Y = -pos; v.Z = -pos; v.U = 0.25f; v.V = 1.00f; *vertices = v; vertices++;
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v.X = -pos; v.U = 0.50f; *vertices = v; vertices++;
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v.X = -pos; v.Y = -pos; v.Z = -pos; v.U = 0.25f; v.V = 1.00f; *vertices = v; vertices++;
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v.X = pos; v.U = 0.50f; *vertices = v; vertices++;
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v.Y = pos; v.V = 0.50f; *vertices = v; vertices++;
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v.X = pos; v.U = 0.25f; *vertices = v; vertices++;
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v.X = -pos; v.U = 0.25f; *vertices = v; vertices++;
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// Render the left quad
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v.X = pos; v.Y = -pos; v.Z = pos; v.U = 0.00f; v.V = 1.00f; *vertices = v; vertices++;
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v.X = -pos; v.Y = -pos; v.Z = pos; v.U = 0.00f; v.V = 1.00f; *vertices = v; vertices++;
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v.Z = -pos; v.U = 0.25f; *vertices = v; vertices++;
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v.Y = pos; v.V = 0.50f; *vertices = v; vertices++;
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v.Z = pos; v.U = 0.00f; *vertices = v; vertices++;
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// Render the back quad
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v.X = -pos; v.Y = -pos; v.Z = pos; v.U = 0.75f; v.V = 1.00f; *vertices = v; vertices++;
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v.X = pos; v.U = 1.00f; *vertices = v; vertices++;
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v.X = pos; v.Y = -pos; v.Z = pos; v.U = 0.75f; v.V = 1.00f; *vertices = v; vertices++;
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v.X = -pos; v.U = 1.00f; *vertices = v; vertices++;
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v.Y = pos; v.V = 0.50f; *vertices = v; vertices++;
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v.X = -pos; v.U = 0.75f; *vertices = v; vertices++;
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v.X = pos; v.U = 0.75f; *vertices = v; vertices++;
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// Render the right quad
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v.X = -pos; v.Y = -pos; v.Z = -pos; v.U = 0.50f; v.V = 1.00f; *vertices = v; vertices++;
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v.X = pos; v.Y = -pos; v.Z = -pos; v.U = 0.50f; v.V = 1.00f; *vertices = v; vertices++;
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v.Z = pos; v.U = 0.75f; *vertices = v; vertices++;
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v.Y = pos; v.V = 0.50f; *vertices = v; vertices++;
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v.Z = -pos; v.U = 0.50f; *vertices = v; vertices++;
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// Render the top quad
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v.X = -pos; v.Y = pos; v.Z = -pos; *vertices = v; vertices++;
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v.X = pos; v.Y = pos; v.Z = -pos; *vertices = v; vertices++;
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v.Z = pos; v.V = 0.00f; *vertices = v; vertices++;
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v.X = pos; v.U = 0.25f; *vertices = v; vertices++;
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v.X = -pos; v.U = 0.25f; *vertices = v; vertices++;
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v.Z = -pos; v.V = 0.50f; *vertices = v; vertices++;
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// Render the bottom quad
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v.X = -pos; v.Y = -pos; v.Z = -pos; v.U = 0.75f; *vertices = v; vertices++;
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v.X = pos; v.Y = -pos; v.Z = -pos; v.U = 0.75f; *vertices = v; vertices++;
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v.Z = pos; v.V = 0.00f; *vertices = v; vertices++;
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v.X = pos; v.U = 0.50f; *vertices = v; vertices++;
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v.X = -pos; v.U = 0.50f; *vertices = v; vertices++;
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v.Z = -pos; v.V = 0.50f; *vertices = v; vertices++;
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vb = game.Graphics.CreateVb(start, VertexFormat.P3fT2fC4b, count);
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