shader changes & screen quads
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@@ -325,7 +325,7 @@ namespace Game
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UIPlacedCards[i] = level.UIQuads.New();
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auto& quad = level.UIQuads.Get(UIPlacedCards[i]);
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quad.EData.ModelH = GameRendering::Get().GetModelHandleFromPath("models/plane.glb");
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quad.EData.MaterialHandle = EMaterial::Default;
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quad.EData.MaterialHandle = EMaterial::UI;
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quad.EData.Visible = false;
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}
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IsSetup = true;
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@@ -349,7 +349,7 @@ namespace Game
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bool IsValid = Puzzle::IsValid(card.RefCard);
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tile.EData.Visible = true;
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quad.EData.Visible = true;
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quad.EData.Visible = IsValid;
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tile.EData.ModelH = IsValid ? staticCards[card.RefCard.Idx].ModelHandle : staticCards[0].ModelHandle;
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Vec3 cardPos = {
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@@ -368,7 +368,9 @@ namespace Game
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Vec3 fw = {camTransform.M.M[2], camTransform.M.M[6], camTransform.M.M[10]};
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Vec3 pos = camTransform.GetPosition() * -1;
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pos += fw;
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pos += Vec3{cardPos.x, cardPos.z, 0.0f} * 0.025f;
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quad.EData.Transform.SetPosition(pos);
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quad.EData.Transform.Scale = {0.1f, 0.1f, 0.1f};
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quad.EData.Transform.Rotation = camTransform.Rotation.Inverse();
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quad.EData.Transform.Rotate(Vec3{bx::kPi * 0.5f, 0.0f, 0.0f});
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}
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