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@@ -14,8 +14,8 @@ static void (FASTCALL* camera_struct__update_view)(camera_struct* cam)
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= (void (FASTCALL*)(camera_struct * cam))0x00000001401F7690;
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HOOK(void, FASTCALL, camera_data_update_projection, 0x00000001401F8E90) {
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resolution_struct* res_wind_int = res_window_internal_get();
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resolution_struct* res_wind = res_window_get();
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resolution_struct* res_wind_int = res_window_internal_get();
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float_t sprite_half_width = (float_t)res_wind->width * 0.5f;
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float_t sprite_half_height = (float_t)res_wind->height * 0.5f;
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@@ -471,23 +471,23 @@ void render_context::ctrl(bool change_res) {
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/*if (render_res_change)
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litproj_texture->Init(render_width, render_height, 0, GL_RGBA8, GL_DEPTH_COMPONENT32F);*/
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/*sprite_manager_set_res((double_t)sprite_width / (double_t)sprite_height,
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sprite_width, sprite_height);*/
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/*sprite_manager_set_res((double_t)sprite_width / (double_t)sprite_height,
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sprite_width, sprite_height);*/
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/*if (render_res_change) {
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auto init_copy_buffer = [&](RenderTexture& src, RenderTexture& dst) {
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dst.Init(src.GetWidth(),
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src.GetHeight(), 0, src.color_texture->internal_format,
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src.depth_texture ? src.depth_texture->internal_format : GL_ZERO);
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};
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/*if (render_res_change) {
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auto init_copy_buffer = [&](RenderTexture& src, RenderTexture& dst) {
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dst.Init(src.GetWidth(),
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src.GetHeight(), 0, src.color_texture->internal_format,
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src.depth_texture ? src.depth_texture->internal_format : GL_ZERO);
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};
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RenderTexture& render_buffer = render->rend_texture[0];
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RenderTexture& reflect_buffer = render_manager->get_render_texture(1);
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RenderTexture& shadow_buffer = shadow_ptr_get()->render_textures[1];
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init_copy_buffer(reflect_buffer, this->reflect_buffer);
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init_copy_buffer(render_buffer, this->render_buffer);
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init_copy_buffer(shadow_buffer, this->shadow_buffer);
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}*/
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RenderTexture& render_buffer = render->rend_texture[0];
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RenderTexture& reflect_buffer = render_manager->get_render_texture(1);
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RenderTexture& shadow_buffer = shadow_ptr_get()->render_textures[1];
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init_copy_buffer(reflect_buffer, this->reflect_buffer);
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init_copy_buffer(render_buffer, this->render_buffer);
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init_copy_buffer(shadow_buffer, this->shadow_buffer);
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}*/
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if (sprite_res_change)
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screen_buffer.Init(sprite_width, sprite_height, 0, GL_RGBA8, 0);
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@@ -108,27 +108,6 @@ resolution_struct* res_window_internal_get() {
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return res_window_internal;
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}
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void res_window_set(resolution_mode mode) {
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*res_window = resolution_struct(mode);
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int32_t width = resolution_table[mode].width;
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int32_t height = resolution_table[mode].height;
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res_window_internal->resolution_mode = RESOLUTION_MODE_MAX;
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res_window_internal->x_offset = resolution_table[mode].x_offset;
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res_window_internal->y_offset = resolution_table[mode].y_offset;
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res_window_internal->width = width;
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res_window_internal->height = height;
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res_window_internal->aspect = (double_t)width / (double_t)height;
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res_window_internal->field_20 = 4;
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for (int32_t i = 0; i < RESOLUTION_MODE_MAX; i++)
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if (resolution_table[i].width_full == width && resolution_table[i].height_full == height) {
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res_window_internal->resolution_mode = (resolution_mode)i;
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res_window_internal->field_20 = resolution_table[i].field_8;
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}
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}
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vec2 resolution_mode_get_scale(const resolution_mode dst_mode, const resolution_mode src_mode) {
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if (dst_mode == RESOLUTION_MODE_MAX || src_mode == RESOLUTION_MODE_MAX
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|| dst_mode < RESOLUTION_MODE_QVGA || src_mode < RESOLUTION_MODE_QVGA
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