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@@ -182,15 +182,19 @@ void Renderer::render_outline() {
const auto& shader = get_shader("outline"); const auto& shader = get_shader("outline");
shader.use(); shader.use();
m_mv_loc = shader.loc("mv_matrix");
m_proj_loc = shader.loc("proj_matrix");
const auto& block_pos = m_world.get_look_block_pos("TestPlayer"); const auto& block_pos = m_world.get_look_block_pos("TestPlayer");
if (block_pos != std::nullopt) { if (block_pos != std::nullopt) {
m_mv_loc = shader.loc("mv_matrix");
m_proj_loc = shader.loc("proj_matrix");
m_m_mat = m_m_mat =
glm::translate(glm::mat4(1.0f), glm::vec3(block_pos.value().pos)); glm::translate(glm::mat4(1.0f), glm::vec3(block_pos.value().pos));
m_v_mat = m_camera.get_camera_lookat();
m_mv_mat = m_v_mat * m_m_mat; m_mv_mat = m_v_mat * m_m_mat;
glUniformMatrix4fv(m_mv_loc, 1, GL_FALSE, glm::value_ptr(m_mv_mat)); glUniformMatrix4fv(m_mv_loc, 1, GL_FALSE, glm::value_ptr(m_mv_mat));
glUniformMatrix4fv(m_proj_loc, 1, GL_FALSE, glm::value_ptr(m_p_mat)); glUniformMatrix4fv(m_proj_loc, 1, GL_FALSE, glm::value_ptr(m_p_mat));