By changing how the game checks for depth (e.g., setting the condition to GL_ALWAYS ), the renderer draws every pixel regardless of whether there is a wall in front of it.
// Set wall to be semi-transparent wallObject.setOpacity(0.5f); // 0.0f = fully transparent, 1.0f = fully opaque cs 16 wallhack opengl32dll
#version 330 core layout (location = 0) in vec3 aPos; By changing how the game checks for depth (e
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