+ f64 loc_t = (vg.time - gui.location_time) / 5.0;
+ if( (loc_t < 1.0) && (gui.location_time != 0.0) ){
+ /* yep this code is a mess, i dont care anymore */
+ glEnable(GL_BLEND);
+ glDisable(GL_DEPTH_TEST);
+ glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
+ glBlendEquation(GL_FUNC_ADD);
+
+ f32 t = 1.0f-vg_minf(1.0f,vg_minf(loc_t*20.0f,2.0f-loc_t*2.0f)),
+ o = 1.0f-t*t*(2.0f-t);
+
+ shader_blitcolour_use();
+ shader_blitcolour_uColour( (v4f){ 0.0f, 0.0f, 0.0f, o*0.5f } );
+ render_fsquad2();
+
+ f32 dy = ft/0.79f,
+ scale = dy*0x1p-4f*0.5f;
+
+ m4x3f mmdl;
+ m3x3_identity( mmdl );
+ m3x3_scale( mmdl, (v3f){scale,scale,scale} );
+ v3_zero( mmdl[3] );
+
+ f32 pad = dy*0x1p-4f*0.125f;
+ f32 w = font3d_string_width( &gui.font,2,gui.location );
+
+ mmdl[3][0] = fr*0.5f - w*scale*0.5f;
+ mmdl[3][1] = 0.3f*ft+pad*2.0f;
+
+ font3d_bind( &gui.font, &ortho );
+ shader_model_font_uColour( (v4f){1.2f,1.2f,1.2f,o} );
+ font3d_simple_draw( &gui.font, 2, gui.location, &ortho, mmdl );
+ }
+