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();
        }