mirror of https://github.com/kami-blue/client
Fixed shader esp bug with enchanted armors
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parent
26e2e36653
commit
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@ -21,12 +21,14 @@ import org.kamiblue.client.util.EntityUtils
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import org.kamiblue.client.util.EntityUtils.getTargetList
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import org.kamiblue.client.util.color.ColorHolder
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import org.kamiblue.client.util.graphics.ESPRenderer
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import org.kamiblue.client.util.graphics.GlStateUtils
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import org.kamiblue.client.util.graphics.KamiTessellator
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import org.kamiblue.client.util.graphics.ShaderHelper
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import org.kamiblue.client.util.threads.runSafe
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import org.kamiblue.client.util.threads.safeListener
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import org.kamiblue.event.listener.listener
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import org.lwjgl.opengl.GL11.*
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import org.lwjgl.opengl.GL11.GL_MODELVIEW
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import org.lwjgl.opengl.GL11.GL_PROJECTION
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internal object ESP : Module(
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name = "ESP",
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@ -124,8 +126,9 @@ internal object ESP : Module(
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frameBuffer?.bindFramebuffer(false)
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val prevRenderOutlines = mc.renderManager.renderOutlines
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GlStateManager.enableCull()
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GlStateManager.disableDepth()
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GlStateUtils.texture2d(true)
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GlStateUtils.cull(true)
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// Draw the entities into the framebuffer
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for (entity in entityList) {
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@ -140,37 +143,39 @@ internal object ESP : Module(
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renderer.doRender(entity, pos.x, pos.y, pos.z, yaw, partialTicks)
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renderer.setRenderOutlines(prevRenderOutlines)
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}
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GlStateUtils.texture2d(false)
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GlStateUtils.cull(false)
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}
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private fun drawShader() {
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// Push matrix
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GlStateManager.matrixMode(GL_PROJECTION)
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glPushMatrix()
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GlStateManager.pushMatrix()
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GlStateManager.matrixMode(GL_MODELVIEW)
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glPushMatrix()
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GlStateManager.pushMatrix()
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shaderHelper.shader?.render(KamiTessellator.pTicks())
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// Re-enable blend because shader rendering will disable it at the end
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GlStateManager.enableBlend()
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GlStateManager.disableDepth()
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GlStateUtils.blend(true)
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GlStateUtils.depth(false)
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// Draw it on the main frame buffer
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mc.framebuffer.bindFramebuffer(false)
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frameBuffer?.framebufferRenderExt(mc.displayWidth, mc.displayHeight, false)
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// Revert states
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GlStateManager.disableCull()
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GlStateManager.enableBlend()
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GlStateManager.enableDepth()
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GlStateManager.disableTexture2D()
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GlStateUtils.blend(true)
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GlStateUtils.depth(true)
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GlStateUtils.texture2d(false)
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GlStateManager.depthMask(false)
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// Revert matrix
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GlStateManager.matrixMode(GL_PROJECTION)
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glPopMatrix()
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GlStateManager.popMatrix()
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GlStateManager.matrixMode(GL_MODELVIEW)
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glPopMatrix()
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GlStateManager.popMatrix()
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}
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init {
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@ -178,7 +183,7 @@ internal object ESP : Module(
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entityList.clear()
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entityList.addAll(getEntityList())
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when(mode.value) {
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when (mode.value) {
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ESPMode.GLOW -> {
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if (entityList.isNotEmpty()) {
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for (shader in mc.renderGlobal.entityOutlineShader.listShaders) {
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