public override void OnRenderGUI(float deltaTime) { base.OnRenderGUI(deltaTime); capi.Render.GlPushMatrix(); if (focused) { capi.Render.GlTranslate(0, 0, 150); } capi.Render.GlRotate(-14, 1, 0, 0); mat.Identity(); mat.RotateXDeg(-14); Vec4f lightRot = mat.TransformVector(lighPos); double pad = GuiElement.scaled(GuiElementItemSlotGridBase.unscaledSlotPadding); capi.Render.CurrentActiveShader.Uniform("lightPosition", new Vec3f(lightRot.X, lightRot.Y, lightRot.Z)); capi.Render.PushScissor(insetSlotBounds); if (curTab == 0) { capi.Render.RenderEntityToGui( deltaTime, capi.World.Player.Entity, insetSlotBounds.renderX + pad - GuiElement.scaled(195) * charZoom + GuiElement.scaled(115 * (1 - charZoom)), insetSlotBounds.renderY + pad - GuiElement.scaled(10 + 30 * (1 - charZoom)), (float)GuiElement.scaled(230), yaw, (float)GuiElement.scaled(330 * charZoom), ColorUtil.WhiteArgb); } else { capi.Render.RenderEntityToGui( deltaTime, capi.World.Player.Entity, insetSlotBounds.renderX + pad - GuiElement.scaled(95), insetSlotBounds.renderY + pad - GuiElement.scaled(35), (float)GuiElement.scaled(230), yaw, (float)GuiElement.scaled(180), ColorUtil.WhiteArgb); } capi.Render.PopScissor(); capi.Render.CurrentActiveShader.Uniform("lightPosition", new Vec3f(1, -1, 0).Normalize()); capi.Render.GlPopMatrix(); }