public static void drawRect(int p_73734_0_, int p_73734_1_, int p_73734_2_, int p_73734_3_, int p_73734_4_, float alpha) {
int j1;
if (p_73734_0_ < p_73734_2_)
{
j1 = p_73734_0_;
p_73734_0_ = p_73734_2_;
p_73734_2_ = j1;
}
if (p_73734_1_ < p_73734_3_)
{
j1 = p_73734_1_;
p_73734_1_ = p_73734_3_;
p_73734_3_ = j1;
}
// float f3 = (float)(p_73734_4_ >> 24 & 255) / 255.0F;
float f = (float)(p_73734_4_ >> 16 & 255) / 255.0F;
float f1 = (float)(p_73734_4_ >> 8 & 255) / 255.0F;
float f2 = (float)(p_73734_4_ & 255) / 255.0F;
Tessellator tessellator = Tessellator.instance;
GL11.glEnable(GL11.GL_BLEND);
GL11.glDisable(GL11.GL_TEXTURE_2D);
OpenGlHelper.glBlendFunc(770, 771, 1, 0);
GL11.glColor4f(f, f1, f2, alpha);
tessellator.startDrawingQuads();
tessellator.addVertexWithUV(0.0D, (double)p_73734_2_, -90.0D, 0.0D, 1.0D);
tessellator.addVertexWithUV((double)p_73734_0_, (double)p_73734_2_, -90.0D, 1.0D, 1.0D);
tessellator.addVertexWithUV((double)p_73734_0_, 0.0D, -90.0D, 1.0D, 0.0D);
tessellator.addVertexWithUV(0.0D, 0.0D, -90.0D, 0.0D, 0.0D);
tessellator.draw();
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glDisable(GL11.GL_BLEND);