finally nailed the lighting equation, it's now truly mathematically equivalent to opengl 1.3
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905c78f043
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@ -37,11 +37,11 @@ dependencies {
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teavm {
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compileScopes = null;
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minifying = false;
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minifying = true;
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maxTopLevelNames = 10000;
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properties = null;
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debugInformationGenerated = false;
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sourceMapsGenerated = false;
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sourceMapsGenerated = true;
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sourceFilesCopied = false;
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incremental = false;
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transformers = null;
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javascript/classes.js
14394
javascript/classes.js
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@ -11,7 +11,6 @@ precision highp float;
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uniform mat4 matrix_m;
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uniform mat4 matrix_p;
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uniform mat3 matrix_mn;
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uniform mat4 matrix_t;
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#ifdef CC_VERT
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@ -84,7 +83,6 @@ uniform vec2 texCoordV1;
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#ifdef CC_lighting
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uniform vec3 light0Pos;
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uniform vec3 light1Pos;
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uniform vec3 invertNormals;
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uniform vec3 normalUniform;
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#endif
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#ifdef CC_fog
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@ -214,7 +212,7 @@ void main(){
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#else
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vec3 normal = normalUniform;
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#endif
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normal = normalize(matrix_mn * normal);
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normal = normalize(mat3(matrix_m) * normal);
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float ins = max(dot(normal, -light0Pos), 0.0) + max(dot(normal, -light1Pos), 0.0);
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color.rgb *= min((0.4 + ins * 0.6), 1.0);
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#endif
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@ -13,6 +13,7 @@ import net.lax1dude.eaglercraft.glemu.vector.Matrix3f;
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import net.lax1dude.eaglercraft.glemu.vector.Matrix4f;
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import net.lax1dude.eaglercraft.glemu.vector.Vector3f;
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import net.lax1dude.eaglercraft.glemu.vector.Vector4f;
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import net.minecraft.src.RenderItem;
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public class EaglerAdapterGL30 extends EaglerAdapterImpl2 {
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@ -217,8 +218,6 @@ public class EaglerAdapterGL30 extends EaglerAdapterImpl2 {
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private static int matrixMode = GL_MODELVIEW;
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static Matrix4f[] matModelV = new Matrix4f[32];
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static Matrix4f matNormV = new Matrix4f();
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static Matrix3f matNormV3 = new Matrix3f();
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static int matModelPointer = 0;
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static Matrix4f[] matProjV = new Matrix4f[6];
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@ -494,13 +493,18 @@ public class EaglerAdapterGL30 extends EaglerAdapterImpl2 {
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lightPos1vec.set(-0.2f, 1.0f, 0.7f, 0.0f); lightPos1vec.normalise();
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Matrix4f.transform(matModelV[matModelPointer], lightPos0vec, lightPos0vec).normalise();
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Matrix4f.transform(matModelV[matModelPointer], lightPos1vec, lightPos1vec).normalise();
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if(RenderItem.isRenderInProgress) {
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System.out.println(""+lightPos0vec+" "+lightPos1vec);
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Thread.dumpStack();
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}
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}
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public static final void flipLightMatrix() {
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lightPos0vec0.set(lightPos0vec);
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lightPos1vec0.set(lightPos1vec);
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lightPos0vec.x = -lightPos0vec.x;
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lightPos1vec.x = -lightPos1vec.x;
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lightPos0vec.y = -lightPos0vec.y;
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lightPos1vec.y = -lightPos1vec.y;
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lightPos0vec.z = -lightPos0vec.z;
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lightPos1vec.z = -lightPos1vec.z;
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}
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public static final void revertLightMatrix() {
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lightPos0vec.set(lightPos0vec0);
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@ -979,13 +983,6 @@ public class EaglerAdapterGL30 extends EaglerAdapterImpl2 {
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s.setTextureMatrix(matTexV[matTexPointer]);
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if(enableColorMaterial && enableLighting) {
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s.setNormal(normalX, normalY, normalZ);
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Matrix4f matNormV_l = matNormV;
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Matrix3f matNormV3_l = matNormV3;
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matNormV_l.load(matModelV[matModelPointer]).invert().transpose();
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matNormV3_l.m00 = matNormV_l.m00; matNormV3_l.m01 = matNormV_l.m01; matNormV3_l.m02 = matNormV_l.m02;
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matNormV3_l.m10 = matNormV_l.m10; matNormV3_l.m11 = matNormV_l.m11; matNormV3_l.m12 = matNormV_l.m12;
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matNormV3_l.m20 = matNormV_l.m20; matNormV3_l.m21 = matNormV_l.m21; matNormV3_l.m22 = matNormV_l.m22;
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s.setModelNormalMatrix(matNormV3_l);
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s.setLightPositions(lightPos0vec, lightPos1vec);
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}
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s.setTex0Coords(tex0X, tex0Y);
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@ -1,10 +1,8 @@
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package net.lax1dude.eaglercraft.glemu;
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import net.lax1dude.eaglercraft.EaglerAdapter;
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import net.lax1dude.eaglercraft.glemu.vector.Matrix3f;
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import net.lax1dude.eaglercraft.glemu.vector.Matrix4f;
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import net.lax1dude.eaglercraft.glemu.vector.Vector2f;
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import net.lax1dude.eaglercraft.glemu.vector.Vector3f;
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import net.lax1dude.eaglercraft.glemu.vector.Vector4f;
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import static net.lax1dude.eaglercraft.glemu.EaglerAdapterGL30.*;
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@ -105,7 +103,6 @@ public class FixedFunctionShader {
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private UniformGL u_matrix_m = null;
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private UniformGL u_matrix_p = null;
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private UniformGL u_matrix_mn = null;
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private UniformGL u_matrix_t = null;
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private UniformGL u_fogColor = null;
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@ -218,7 +215,6 @@ public class FixedFunctionShader {
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_wglUseProgram(globject);
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u_matrix_m = _wglGetUniformLocation(globject, "matrix_m");
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u_matrix_mn = _wglGetUniformLocation(globject, "matrix_mn");
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u_matrix_p = _wglGetUniformLocation(globject, "matrix_p");
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u_matrix_t = _wglGetUniformLocation(globject, "matrix_t");
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@ -338,34 +334,15 @@ public class FixedFunctionShader {
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private float[] modelBuffer = new float[16];
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private float[] projectionBuffer = new float[16];
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private float[] textureBuffer = new float[16];
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private float[] normalModelBuffer = new float[9];
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private Matrix4f modelMatrix = (Matrix4f) new Matrix4f().setZero();
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private Matrix4f projectionMatrix = (Matrix4f) new Matrix4f().setZero();
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private Matrix4f textureMatrix = (Matrix4f) new Matrix4f().setZero();
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private Matrix3f normalModelMatrix = (Matrix3f) new Matrix3f().setZero();
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private Matrix4f inverseModelMatrix = (Matrix4f) new Matrix4f().setZero();
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private Vector4f light0Pos = new Vector4f();
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private Vector4f light1Pos = new Vector4f();
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private Vector2f anisotropicFix = new Vector2f(0.0f, 0.0f);
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private boolean bound = false;
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private float invertNormalsX = 0.0f;
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private float invertNormalsY = 0.0f;
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private float invertNormalsZ = 0.0f;
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public void setInvertNormals(float x, float y, float z) {
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/*
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if(invertNormalsX != x || invertNormalsY != y || invertNormalsZ != z) {
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invertNormalsX = x;
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invertNormalsY = y;
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invertNormalsZ = z;
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_wglUniform3f(u_invertNormals, x, y, z);
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}
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*/
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}
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public void setAnisotropicFix(float x, float y) {
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if(anisotropicFix.x != x || anisotropicFix.y != y) {
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anisotropicFix.x = x;
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@ -385,12 +362,6 @@ public class FixedFunctionShader {
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}
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}
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}
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public void setModelNormalMatrix(Matrix3f mat) {
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if(!mat.equals(normalModelMatrix)) {
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normalModelMatrix.load(mat).store(normalModelBuffer);
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_wglUniformMat3fv(u_matrix_mn, normalModelBuffer);
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}
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}
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public void setProjectionMatrix(Matrix4f mat) {
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if(!mat.equals(projectionMatrix)) {
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projectionMatrix.load(mat).store(projectionBuffer);
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@ -67,7 +67,7 @@ public class ItemRenderer {
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float var9 = var4.getMaxV();
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float var10 = 0.0F;
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float var11 = 0.3F;
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RenderHelper.enableStandardItemLighting2();
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EaglerAdapter.flipLightMatrix();
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EaglerAdapter.glEnable(EaglerAdapter.GL_RESCALE_NORMAL);
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EaglerAdapter.glTranslatef(-var10, -var11, 0.0F);
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float var12 = 1.5F;
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@ -108,9 +108,10 @@ public class ItemRenderer {
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}
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EaglerAdapter.glDisable(EaglerAdapter.GL_RESCALE_NORMAL);
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EaglerAdapter.revertLightMatrix();
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}
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EaglerAdapter.flipLightMatrix();
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EaglerAdapter.glPopMatrix();
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}
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@ -25,10 +25,13 @@ public class RenderItem extends Render {
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private static final TextureLocation terrain = new TextureLocation("/terrain.png");
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private static final TextureLocation items = new TextureLocation("/gui/items.png");
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public static boolean isRenderInProgress = false;
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/**
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* Renders the item
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*/
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public void doRenderItem(EntityItem par1EntityItem, double par2, double par4, double par6, float par8, float par9) {
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isRenderInProgress = true;
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this.random.setSeed(187L);
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ItemStack var10 = par1EntityItem.getEntityItem();
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@ -56,6 +59,7 @@ public class RenderItem extends Render {
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EaglerAdapter.glTranslatef((float) par2, (float) par4 + var11, (float) par6);
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EaglerAdapter.glEnable(EaglerAdapter.GL_RESCALE_NORMAL);
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int var17;
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float var18;
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float var19;
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@ -64,6 +68,7 @@ public class RenderItem extends Render {
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if (var10.getItemSpriteNumber() == 0 && Block.blocksList[var10.itemID] != null && RenderBlocks.renderItemIn3d(Block.blocksList[var10.itemID].getRenderType())) {
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Block var22 = Block.blocksList[var10.itemID];
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EaglerAdapter.glRotatef(var12, 0.0F, 1.0F, 0.0F);
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//RenderHelper.enableStandardItemLighting();
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if (renderInFrame) {
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EaglerAdapter.glScalef(1.25F, 1.25F, 1.25F);
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@ -158,6 +163,7 @@ public class RenderItem extends Render {
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EaglerAdapter.glDisable(EaglerAdapter.GL_RESCALE_NORMAL);
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EaglerAdapter.glPopMatrix();
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}
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isRenderInProgress = false;
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}
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private static final TextureLocation glint = new TextureLocation("%blur%/misc/glint.png");
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