Changed visibility of render variable
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@@ -60,7 +60,7 @@ HOOK(void, FASTCALL, camera_data_update_projection, 0x00000001401F8E90) {
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mat4_mul(&spr_3d_view, &spr_3d_proj, &spr_3d_proj);
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mat4_transpose(&spr_3d_proj, &camera_data->view_projection_aet_3d);
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render->calc_projection_matrix(&camera_data->projection, camera_data->fov,
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render_get()->calc_projection_matrix(&camera_data->projection, camera_data->fov,
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(float_t)camera_data->aspect, camera_data->min_distance, camera_data->max_distance,
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camera_data->projection_scale.x, camera_data->projection_scale.y,
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camera_data->projection_scale.z, camera_data->projection_scale.w);
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@@ -699,8 +699,8 @@ void snow_particle_draw() {
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mat4_transpose(&rctx->view_mat, &temp);
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snow_scene.g_view_world_row2 = temp.row2;
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snow_scene.g_size_in_projection.x = 1.0f / (float_t)render->render_width[0];
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snow_scene.g_size_in_projection.y = 1.0f / (float_t)render->render_height[0];
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snow_scene.g_size_in_projection.x = 1.0f / (float_t)render_get()->render_width[0];
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snow_scene.g_size_in_projection.y = 1.0f / (float_t)render_get()->render_height[0];
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snow_scene.g_size_in_projection.z = snow_particle_size_min;
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snow_scene.g_size_in_projection.w = snow_particle_size_max;
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snow_scene.g_state_point_attenuation = { 0.0f, 0.0f, point_attenuation, 0.0f };
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@@ -718,7 +718,7 @@ void snow_particle_draw() {
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snow_particle_batch_ubo.WriteMemory(snow_batch);
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gl_state_active_bind_texture_2d(0, tex->tex);
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gl_state_active_bind_texture_2d(1, render->rend_texture[0].GetDepthTex());
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gl_state_active_bind_texture_2d(1, render_get()->rend_texture[0].GetDepthTex());
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gl_state_bind_vertex_array(rctx->common_vao);
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uniform->arr[U_SNOW_PARTICLE] = 0;
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@@ -1205,7 +1205,7 @@ HOOK(void, FASTCALL, snow_particle_init, 0x000000014035DD30, bool change_stage)
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snow_particle_fallen_count = 0;
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snow_particle_fallen_index = 0;
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int32_t render_height = render->render_height[0];
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int32_t render_height = render_get()->render_height[0];
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float_t snow_particle_size = (float_t)render_height * (float_t)(1.0 / 720.0);
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snow_particle_size_min = snow_particle_size;
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snow_particle_size_mid = snow_particle_size * 31.0f;
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@@ -15,7 +15,7 @@ extern bool task_stage_is_modern;
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extern render_context* rctx;
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rndr::Render* render = (rndr::Render*)0x00000001411AB670;
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rndr::Render* (FASTCALL* render_get)() = (rndr::Render * (FASTCALL*)())0x00000001404AE8A0;
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#define MLAA_MAX_EDGE_DETECTION_LEN (3)
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#define MLAA_GRID_SIDE_LEN (2 * MLAA_MAX_EDGE_DETECTION_LEN + 1)
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@@ -213,4 +213,4 @@ namespace rndr {
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static_assert(sizeof(rndr::Render) == 0x1510, "\"rndr::Render\" struct should have a size of 0x1510");
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}
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extern rndr::Render* render;
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extern rndr::Render* (FASTCALL* render_get)();
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@@ -499,7 +499,7 @@ void render_context::init() {
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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& render_buffer = render_get()->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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@@ -584,7 +584,7 @@ namespace rndr {
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}
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void RenderManager::pass_clear() {
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void(FASTCALL * clear_color_set_gl)() = (void(FASTCALL*)())0x00000001405022A0;
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static void(FASTCALL * clear_color_set_gl)() = (void(FASTCALL*)())0x00000001405022A0;
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gl_state_begin_event("pass_clear");
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if (clear) {
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@@ -1447,7 +1447,7 @@ static void draw_pass_sss_contour(rndr::Render* rend) {
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shaders_ft.set(SHADER_FT_CONTOUR);
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rctx->contour_coef_ubo.Bind(2);
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render->draw_quad(
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render_get()->draw_quad(
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rend->render_post_width[0], rend->render_post_height[0],
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rend->render_post_width_scale, rend->render_post_height_scale,
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0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f);
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@@ -1536,12 +1536,12 @@ static void draw_pass_sss_filter(sss_data* sss) {
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if (sss->npr_contour) {
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sss->textures[0].Bind();
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glViewportDLL(0, 0, 640, 360);
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rndr::Render* rend = render;
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rndr::Render* rend = render_get();
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uniform->arr[U_REDUCE] = 0;
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shaders_ft.set(SHADER_FT_REDUCE);
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gl_state_bind_texture_2d(rend->rend_texture[0].GetColorTex());
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gl_state_bind_sampler(0, rctx->render_samplers[1]);
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render->draw_quad(640, 360, 1.0f, 1.0f,
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render_get()->draw_quad(640, 360, 1.0f, 1.0f,
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0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f);
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}
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sss->textures[2].Bind();
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@@ -1550,7 +1550,7 @@ static void draw_pass_sss_filter(sss_data* sss) {
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shaders_ft.set(SHADER_FT_SSS_FILT);
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gl_state_bind_texture_2d(sss->textures[0].GetColorTex());
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gl_state_bind_sampler(0, rctx->render_samplers[0]);
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render->draw_quad(640, 360, 1.0f, 1.0f,
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render_get()->draw_quad(640, 360, 1.0f, 1.0f,
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0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f);
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sss_filter_gaussian_coef_shader_data shader_data = {};
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@@ -1570,7 +1570,7 @@ static void draw_pass_sss_filter(sss_data* sss) {
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gl_state_bind_texture_2d(sss->textures[2].GetColorTex());
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gl_state_bind_sampler(0, rctx->render_samplers[0]);
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rctx->sss_filter_gaussian_coef_ubo.Bind(1);
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render->draw_quad(320, 180, 1.0f, 1.0f,
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render_get()->draw_quad(320, 180, 1.0f, 1.0f,
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0.0f, 0.0f, 1.0f, 1.0f, 0.96f, 1.0f, 0.0f);
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gl_state_bind_texture_2d(0);
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}
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@@ -1704,7 +1704,7 @@ static void draw_pass_3d_translucent(bool opaque_enable,
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&& disp_manager->get_obj_count(translucent) < 1)
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return;
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rndr::Render* rend = render;
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rndr::Render* rend = render_get();
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int32_t alpha_array[256];
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int32_t count = draw_pass_3d_translucent_count_layers(
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@@ -125,7 +125,7 @@ HOOK(void, FASTCALL, stage__disp, 0x0000000140649560, stage* s) {
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if (s->stage_data->lens_flare_texture != -1 && s->lens_flare) {
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int32_t object_set_id = s->stage_data->object_set_id;
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rndr::Render* rend = render;
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rndr::Render* rend = render_get();
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rend->lens_flare_texture = object_database_get_set_texture(
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object_set_id, s->stage_data->lens_flare_texture);
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if (rend->lens_flare_texture) {
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