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fix nametag depth culling as well as a tweak to maybe make the main menu not flicker on intel iGPU
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@ -33,10 +33,10 @@ void main() {
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f_uv = v_uv;
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// Fixed scale In-game element
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vec4 projected_pos = /*proj_mat * view_mat*/all_mat * vec4(w_pos.xyz - focus_off.xyz, 1.0);
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gl_Position = vec4(projected_pos.xy / projected_pos.w + v_pos/* * projected_pos.w*/, 0.0, /*projected_pos.w*/1.0);
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gl_Position = vec4(projected_pos.xy / projected_pos.w + v_pos/* * projected_pos.w*/, 0.5, /*projected_pos.w*/1.0);
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} else if (v_mode == uint(3)) {
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// HACK: North facing source rectangle.
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gl_Position = vec4(v_pos, 0.0, 1.0);
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gl_Position = vec4(v_pos, 0.5, 1.0);
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vec2 look_at_dir = normalize(vec2(-view_mat[0][2], -view_mat[1][2]));
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// TODO: Consider cleaning up matrix to something more efficient (e.g. a mat3).
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vec2 aspect_ratio = textureSize(sampler2D(t_tex, s_tex), 0).yx;
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@ -53,11 +53,11 @@ void main() {
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mat2 look_at = mat2(look_at_dir.y, -look_at_dir.x, look_at_dir.x, look_at_dir.y);
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vec2 v_centered = (v_pos - v_center) / aspect_ratio;
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vec2 v_rotated = look_at * v_centered;
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gl_Position = vec4(aspect_ratio * v_rotated + v_center, 0.0, 1.0);
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gl_Position = vec4(aspect_ratio * v_rotated + v_center, 0.5, 1.0);
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} else {
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// Interface element
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f_uv = v_uv;
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gl_Position = vec4(v_pos, 0.0, 1.0);
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gl_Position = vec4(v_pos, 0.5, 1.0);
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}
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f_mode = v_mode;
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}
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@ -927,7 +927,7 @@ impl Ui {
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let pos_on_screen = (view_projection_mat
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* Vec4::from_point(parameters.pos))
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.homogenized();
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let visible = if pos_on_screen.z > -1.0 && pos_on_screen.z < 1.0 {
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let visible = if pos_on_screen.z > 0.0 && pos_on_screen.z < 1.0 {
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let x = pos_on_screen.x;
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let y = pos_on_screen.y;
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let (w, h) = parameters.dims.into_tuple();
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