fix stars and skybox render
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@@ -60,6 +60,7 @@ using namespace advanced_pipeline;
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inline constexpr size_t BATCH3D_CAPACITY = 4096;
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inline constexpr size_t MODEL_BATCH_CAPACITY = 20'000;
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inline constexpr GLenum TEXTURE_MAIN = GL_TEXTURE0;
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inline constexpr int MIN_SHADOW_MAP_RES = 512;
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bool WorldRenderer::showChunkBorders = false;
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bool WorldRenderer::showEntitiesDebug = false;
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@@ -246,7 +247,7 @@ void WorldRenderer::renderBlockSelection() {
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const glm::vec3 center = glm::vec3(pos) + hitbox.center();
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const glm::vec3 size = hitbox.size();
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lineBatch->box(
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center, size + glm::vec3(0.01), glm::vec4(0.f, 0.f, 0.f, 0.5f)
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center, size + glm::vec3(0.01), glm::vec4(0.f, 0.f, 0.f, 1.0f)
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);
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if (debug) {
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lineBatch->line(
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@@ -380,7 +381,6 @@ void WorldRenderer::generateShadowsMap(
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sunAngle - glm::pi<float>() * 0.5f,
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glm::radians(0.0f)
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);
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shadowCamera.updateVectors();
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shadowCamera.position -= shadowCamera.front * 500.0f;
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shadowCamera.position += shadowCamera.up * 0.0f;
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@@ -433,7 +433,7 @@ void WorldRenderer::draw(
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gbufferPipeline = settings.graphics.advancedRender.get();
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int shadowsQuality = settings.graphics.shadowsQuality.get() * gbufferPipeline;
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int resolution = 512 << shadowsQuality;
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int resolution = MIN_SHADOW_MAP_RES << shadowsQuality;
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if (shadowsQuality > 0 && !shadows) {
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shadowMap = std::make_unique<ShadowMap>(resolution);
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wideShadowMap = std::make_unique<ShadowMap>(resolution);
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