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Scale the item drops to 0.25
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@ -675,11 +675,12 @@ pub const ItemDropRenderer = struct { // MARK: ItemDropRenderer
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Vec3f{light >> 16 & 255, light >> 8 & 255, light & 255}/@as(Vec3f, @splat(255))
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Vec3f{light >> 16 & 255, light >> 8 & 255, light & 255}/@as(Vec3f, @splat(255))
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)));
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)));
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pos -= playerPos;
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pos -= playerPos;
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var modelMatrix = Mat4f.translation(@floatCast(pos + Vec3d{0.5, 0.5, 0.5}));
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var modelMatrix = Mat4f.translation(@floatCast(pos));
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modelMatrix = modelMatrix.mul(Mat4f.rotationX(-rot[0]));
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modelMatrix = modelMatrix.mul(Mat4f.rotationX(-rot[0]));
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modelMatrix = modelMatrix.mul(Mat4f.rotationY(-rot[1]));
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modelMatrix = modelMatrix.mul(Mat4f.rotationY(-rot[1]));
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modelMatrix = modelMatrix.mul(Mat4f.rotationZ(-rot[2]));
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modelMatrix = modelMatrix.mul(Mat4f.rotationZ(-rot[2]));
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modelMatrix = modelMatrix.mul(Mat4f.translation(.{-0.5, -0.5, -0.5}));
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modelMatrix = modelMatrix.mul(Mat4f.scale(@splat(0.25)));
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modelMatrix = modelMatrix.mul(Mat4f.translation(@splat(-0.5)));
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c.glUniformMatrix4fv(itemUniforms.modelMatrix, 1, c.GL_TRUE, @ptrCast(&modelMatrix));
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c.glUniformMatrix4fv(itemUniforms.modelMatrix, 1, c.GL_TRUE, @ptrCast(&modelMatrix));
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const model = getModel(item);
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const model = getModel(item);
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11
src/vec.zig
11
src/vec.zig
@ -104,6 +104,17 @@ pub const Mat4f = struct { // MARK: Mat4f
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};
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};
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}
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}
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pub fn scale(vector: Vec3f) Mat4f {
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return Mat4f {
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.rows = [4]Vec4f {
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Vec4f{vector[0], 0, 0, 0},
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Vec4f{0, vector[1], 0, 0},
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Vec4f{0, 0, vector[2], 0},
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Vec4f{0, 0, 0, 1},
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}
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};
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}
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pub fn rotationX(rad: f32) Mat4f {
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pub fn rotationX(rad: f32) Mat4f {
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const s = @sin(rad);
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const s = @sin(rad);
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const c = @cos(rad);
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const c = @cos(rad);
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