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Activate WMO/char/M2 render loop, purge dead GL block, add underwater overlay
- renderWorld() now calls wmoRenderer, characterRenderer, m2Renderer (+smoke, particles) in the correct opaque→transparent order; water moved after all opaques; per-subsystem timing active in live path - Deleted the 310-line #if 0 GL stub block and removed #include <GL/glew.h> (last GL reference in renderer.cpp) - Full-screen overlay pipeline (postprocess.vert + overlay.frag, alpha blend, no depth test/write) for underwater tint; lazily initialized, renders a blue tint when camera is meaningfully below the water surface; canal vs open-water tint colours preserved from original design - overlay.frag.glsl / overlay.frag.spv added
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4 changed files with 141 additions and 328 deletions
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@ -295,6 +295,12 @@ private:
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float selCircleRadius = 1.5f;
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bool selCircleVisible = false;
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// Fullscreen color overlay (underwater tint)
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VkPipeline overlayPipeline = VK_NULL_HANDLE;
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VkPipelineLayout overlayPipelineLayout = VK_NULL_HANDLE;
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void initOverlayPipeline();
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void renderOverlay(const glm::vec4& color);
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// Footstep event tracking (animation-driven)
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uint32_t footstepLastAnimationId = 0;
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float footstepLastNormTime = 0.0f;
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