public void renderOverlay() {
}
private void renderHand(float bobOffset, float handMovementAnimationOffset) {
Material shader = Assets.getMaterial("engine:prog.block");
shader.activateFeature(ShaderProgramFeature.FEATURE_USE_MATRIX_STACK);
shader.enable();
shader.setFloat("sunlight", worldRenderer.getSunlightValue(), true);
shader.setFloat("blockLight", worldRenderer.getBlockLightValue(), true);
glBindTexture(GL11.GL_TEXTURE_2D, handTex.getId());
glPushMatrix();
glTranslatef(0.8f, -0.8f + bobOffset - handMovementAnimationOffset * 0.5f, -1.0f - handMovementAnimationOffset * 0.5f);
glRotatef(-45f - handMovementAnimationOffset * 64.0f, 1.0f, 0.0f, 0.0f);
glRotatef(35f, 0.0f, 1.0f, 0.0f);
glTranslatef(0f, 0.25f, 0f);
glScalef(0.3f, 0.6f, 0.3f);
handMesh.render();
glPopMatrix();
shader.deactivateFeature(ShaderProgramFeature.FEATURE_USE_MATRIX_STACK);
}