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started work on shaders.cpp
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@@ -2268,6 +2268,8 @@ void drawaura() {
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#endif
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#if CAP_GL
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glhr::be_nontextured();
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glhr::set_modelview(glhr::id());
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setcameraangle(true);
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glEnableClientState(GL_COLOR_ARRAY);
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@@ -2287,6 +2289,7 @@ void drawaura() {
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facs[d] = .99999 + .00001 * exp(dd);
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}
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facs[10] = 10;
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cmul[1] = cmul[0];
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for(int r=0; r<=AURA; r++) for(int z=0; z<11; z++) {
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float rr = (M_PI * 2 * r) / AURA;
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@@ -2307,9 +2310,9 @@ void drawaura() {
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int bz = (c == 3 || c == 2) ? z+1 : z;
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glcoords[c][0] = cx[br][bz][0];
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glcoords[c][1] = cx[br][bz][1];
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coltab[c][0] = cx[br][bz][2];
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coltab[c][1] = cx[br][bz][3];
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coltab[c][2] = cx[br][bz][4];
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coltab[c][0] = min<float>(cx[br][bz][2], 1);
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coltab[c][1] = min<float>(cx[br][bz][3], 1);
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coltab[c][2] = min<float>(cx[br][bz][4], 1);
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}
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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