more glow stuff
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afe1f56a89
commit
6ba4062e74
@ -351,7 +351,7 @@ void EffectGlow::StartStenciling()
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default:
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break;
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}
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if (!solid_when)
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if (!*solid_when)
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{
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ptr->DepthRange(0.0f, 0.01f);
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}
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@ -361,7 +361,7 @@ void EffectGlow::StartStenciling()
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}
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g_IVRenderView->SetBlend(0.0f);
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mat_unlit->AlphaModulate(1.0f);
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g_IVModelRender->ForcedMaterialOverride(solid_when ? mat_unlit
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g_IVModelRender->ForcedMaterialOverride(*solid_when ? mat_unlit
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: mat_unlit_z);
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}
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@ -449,7 +449,7 @@ void EffectGlow::Render(int x, int y, int w, int h)
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}
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}
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EndRenderGlow();
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if ((int) solid_when != 1)
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if (*solid_when != 1)
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{
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ptr->ClearStencilBufferRectangle(x, y, w, h, 0);
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StartStenciling();
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@ -476,13 +476,13 @@ void EffectGlow::Render(int x, int y, int w, int h)
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ptr->Viewport(x, y, w, h);
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ptr->SetRenderTarget(orig);
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g_IVRenderView->SetBlend(0.0f);
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if ((int) solid_when != 1)
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if (*solid_when != 1)
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{
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SS_Drawing.SetStencilState(ptr);
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}
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ptr->DrawScreenSpaceRectangle(mat_blit, x, y, w, h, 0, 0, w - 1, h - 1, w,
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h);
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if ((int) solid_when != -1)
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if (*solid_when != -1)
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{
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SS_Null.SetStencilState(ptr);
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}
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