Fixed shader esp bug with enchanted armors

This commit is contained in:
Xiaro 2021-03-02 19:52:45 -05:00
parent 26e2e36653
commit 56f5b44ffd
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GPG Key ID: 996D265D6E155377
1 changed files with 19 additions and 14 deletions

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@ -21,12 +21,14 @@ import org.kamiblue.client.util.EntityUtils
import org.kamiblue.client.util.EntityUtils.getTargetList
import org.kamiblue.client.util.color.ColorHolder
import org.kamiblue.client.util.graphics.ESPRenderer
import org.kamiblue.client.util.graphics.GlStateUtils
import org.kamiblue.client.util.graphics.KamiTessellator
import org.kamiblue.client.util.graphics.ShaderHelper
import org.kamiblue.client.util.threads.runSafe
import org.kamiblue.client.util.threads.safeListener
import org.kamiblue.event.listener.listener
import org.lwjgl.opengl.GL11.*
import org.lwjgl.opengl.GL11.GL_MODELVIEW
import org.lwjgl.opengl.GL11.GL_PROJECTION
internal object ESP : Module(
name = "ESP",
@ -124,8 +126,9 @@ internal object ESP : Module(
frameBuffer?.bindFramebuffer(false)
val prevRenderOutlines = mc.renderManager.renderOutlines
GlStateManager.enableCull()
GlStateManager.disableDepth()
GlStateUtils.texture2d(true)
GlStateUtils.cull(true)
// Draw the entities into the framebuffer
for (entity in entityList) {
@ -140,37 +143,39 @@ internal object ESP : Module(
renderer.doRender(entity, pos.x, pos.y, pos.z, yaw, partialTicks)
renderer.setRenderOutlines(prevRenderOutlines)
}
GlStateUtils.texture2d(false)
GlStateUtils.cull(false)
}
private fun drawShader() {
// Push matrix
GlStateManager.matrixMode(GL_PROJECTION)
glPushMatrix()
GlStateManager.pushMatrix()
GlStateManager.matrixMode(GL_MODELVIEW)
glPushMatrix()
GlStateManager.pushMatrix()
shaderHelper.shader?.render(KamiTessellator.pTicks())
// Re-enable blend because shader rendering will disable it at the end
GlStateManager.enableBlend()
GlStateManager.disableDepth()
GlStateUtils.blend(true)
GlStateUtils.depth(false)
// Draw it on the main frame buffer
mc.framebuffer.bindFramebuffer(false)
frameBuffer?.framebufferRenderExt(mc.displayWidth, mc.displayHeight, false)
// Revert states
GlStateManager.disableCull()
GlStateManager.enableBlend()
GlStateManager.enableDepth()
GlStateManager.disableTexture2D()
GlStateUtils.blend(true)
GlStateUtils.depth(true)
GlStateUtils.texture2d(false)
GlStateManager.depthMask(false)
// Revert matrix
GlStateManager.matrixMode(GL_PROJECTION)
glPopMatrix()
GlStateManager.popMatrix()
GlStateManager.matrixMode(GL_MODELVIEW)
glPopMatrix()
GlStateManager.popMatrix()
}
init {
@ -178,7 +183,7 @@ internal object ESP : Module(
entityList.clear()
entityList.addAll(getEntityList())
when(mode.value) {
when (mode.value) {
ESPMode.GLOW -> {
if (entityList.isNotEmpty()) {
for (shader in mc.renderGlobal.entityOutlineShader.listShaders) {