Renamed some fields in Shadow
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@@ -324,7 +324,8 @@ namespace rndr {
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draw_pass_shadow_begin_make_shadowmap(shad, v11[i], j);
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disp_manager->draw((mdl::ObjType)(mdl::OBJ_TYPE_SHADOW_CHARA + v11[i]));
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if (disp_manager->get_obj_count((mdl::ObjType)(mdl::OBJ_TYPE_SHADOW_OBJECT_CHARA + v11[i])) > 0) {
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gl_state_set_color_mask(field_2F8 ? GL_TRUE : GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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gl_state_set_color_mask(show_stage_shadow
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? GL_TRUE : GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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disp_manager->draw((mdl::ObjType)(mdl::OBJ_TYPE_SHADOW_OBJECT_CHARA + i));
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gl_state_set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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}
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@@ -1117,7 +1118,7 @@ static void draw_pass_shadow_begin_make_shadowmap(Shadow* shad, int32_t index, i
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glClearDLL(GL_COLOR_BUFFER_BIT);
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glScissorDLL(1, 1, tex->width - 2, tex->height - 2);
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float_t range = shad->get_range();
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float_t shadow_range = shad->get_shadow_range();
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float_t offset;
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vec3* interest;
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vec3* view_point;
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@@ -1136,7 +1137,8 @@ static void draw_pass_shadow_begin_make_shadowmap(Shadow* shad, int32_t index, i
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mat4_translate(offset, 0.0f, 0.0f, &temp);
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mat4 proj;
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mat4_ortho(-range, range, -range, range, shad->z_near, shad->z_far, &proj);
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mat4_ortho(-shadow_range, shadow_range,
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-shadow_range, shadow_range, shad->z_near, shad->z_far, &proj);
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mat4_mul(&proj, &temp, &rctx->proj_mat);
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mat4_look_at(view_point, interest, &rctx->view_mat);
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@@ -1620,7 +1622,7 @@ static void draw_pass_3d_shadow_set(Shadow* shad) {
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draw_state->light = true;
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uniform->arr[U_LIGHT_1] = shad->num_light > 1 ? 1 : 0;
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float_t range = shad->get_range();
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float_t shadow_range = shad->get_shadow_range();
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for (int32_t i = 0; i < 2; i++) {
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float_t offset;
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vec3* interest;
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@@ -1643,7 +1645,8 @@ static void draw_pass_3d_shadow_set(Shadow* shad) {
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mat4_mul_translate(&temp, offset, 0.0f, 0.0f, &temp);
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mat4 proj;
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mat4_ortho(-range, range, -range, range, shad->z_near, shad->z_far, &proj);
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mat4_ortho(-shadow_range, shadow_range,
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-shadow_range, shadow_range, shad->z_near, shad->z_far, &proj);
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mat4_mul(&proj, &temp, &proj);
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mat4 view;
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@@ -1670,11 +1673,8 @@ static void draw_pass_3d_shadow_set(Shadow* shad) {
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vec4 ambient;
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if (data->get_type() == LIGHT_PARALLEL)
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data->get_ambient(ambient);
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else {
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ambient.x = shad->ambient;
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ambient.y = shad->ambient;
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ambient.z = shad->ambient;
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}
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else
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*(vec3*)&ambient.x = shad->shadow_ambient;
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rctx->obj_scene.g_shadow_ambient = { ambient.x, ambient.y, ambient.z, 1.0f };
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rctx->obj_scene.g_shadow_ambient1 = { 1.0f - ambient.x, 1.0f - ambient.y, 1.0f - ambient.z, 0.0f };
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