Fixed shadows and Litproj
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@@ -622,7 +622,7 @@ HOOK(void, FASTCALL, auth_3d_m_object_hrc_disp, 0x00000001401D0760, auth_3d_m_ob
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disp_manager.set_shadow_type(shadow_type);
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Shadow* shad = shadow_ptr_get();
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if (shad && flags & mdl::OBJ_SHADOW) {
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if (shad && (flags & mdl::OBJ_SHADOW)) {
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disp_manager.set_shadow_type(SHADOW_STAGE);
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mat4* m = &moh->model_transform.mat;
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@@ -1324,7 +1324,7 @@ static bool draw_pass_shadow_litproj() {
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glClearDepthf(1.0f);
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glClearDLL(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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if (!draw_pass_shadow_litproj_set_mat(false)) {
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if (!draw_pass_shadow_litproj_set_mat(true)) {
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gl_state_bind_framebuffer(0);
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return false;
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}
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@@ -1946,7 +1946,7 @@ static const std::pair<uniform_name, bool> BLINN_uniform[] = {
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//{ U16 , true }, // 0th removed
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{ U_BONE_MAT , true },
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{ U_TEXTURE_COUNT, false },
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{ U_LIGHT_1 , false },
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{ U_LIGHT_0 , false },
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{ U_NORMAL , false },
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{ U_SPECULAR , false },
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{ U_ENV_MAP , false },
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@@ -1981,7 +1981,7 @@ static const std::pair<uniform_name, bool> STAGE_uniform[] = {
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{ U_MORPH_COLOR , true },
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{ U_TEXTURE_COUNT, false },
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{ U_ENV_MAP , false },
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{ U_LIGHT_1 , false },
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{ U_LIGHT_0 , false },
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{ U_NORMAL , false },
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{ U_FOG_HEIGHT , false },
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{ U_LIGHT_1 , false },
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@@ -2163,7 +2163,7 @@ static const std::pair<uniform_name, bool> LAMBERT_uniform[] = {
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//{ U16 , true }, // 0th removed
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{ U_BONE_MAT , true },
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{ U_TEXTURE_COUNT, false },
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{ U_LIGHT_1 , false },
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{ U_LIGHT_0 , false },
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{ U_FOG_HEIGHT , false },
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{ U_MORPH , true },
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{ U_MORPH_COLOR , true },
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@@ -2258,7 +2258,7 @@ static const std::pair<uniform_name, bool> WATER01_uniform[] = {
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};*/
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/*static const std::pair<uniform_name, bool> WATRING_uniform[] = {
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{ U_LIGHT_1 , false },
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{ U_LIGHT_0 , false },
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{ U_LIGHT_1 , false },
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};*/
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@@ -2282,7 +2282,7 @@ static const std::pair<uniform_name, bool> STAR_uniform[] = {
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{ U_TEXTURE_COUNT, false },
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{ U_NORMAL , false },
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{ U_SPECULAR , false },
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{ U_LIGHT_1 , false },
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{ U_LIGHT_0 , false },
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{ U_LIGHT_1 , false },
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};
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@@ -2301,7 +2301,7 @@ static const std::pair<uniform_name, bool> SN_NRM_uniform[] = {
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static const std::pair<uniform_name, bool> FLOOR_uniform[] = {
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{ U_TEXTURE_COUNT, false },
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{ U_NORMAL , false },
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{ U_LIGHT_1 , false },
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{ U_LIGHT_0 , false },
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{ U_LIGHT_1 , false },
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{ U_FOG_HEIGHT , false },
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{ U_MORPH , true },
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@@ -2311,7 +2311,7 @@ static const std::pair<uniform_name, bool> FLOOR_uniform[] = {
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static const std::pair<uniform_name, bool> PUDDLE_uniform[] = {
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{ U_NORMAL , false },
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{ U_LIGHT_1 , false },
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{ U_LIGHT_0 , false },
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{ U_LIGHT_1 , false },
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{ U_FOG_HEIGHT , false },
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};
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