Remove list layer while poking
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+10
-9
@@ -22,19 +22,20 @@ makeShader
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-> [ShaderType] -- ^ Filetype extensions
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-> [Int] -- ^ The input vertex sizes
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-> PrimitiveMode
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-> (RenderType -> [[[Float]]]) -- ^ Poke strategy: method for creating a list of vertex data to be bound
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-> (RenderType -> [[Float]]) -- ^ Poke strategy: method for creating a list of vertex data to be bound
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-> IO (FullShader)
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makeShader s shaderlist sizes pm renStrat = do
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(prog,unis) <- makeSourcedShader s shaderlist
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vaob <- setupVAO sizes
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return $ FullShader { _shaderProgram = prog
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, _shaderMatrixUniform = unis
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, _shaderVAO = vaob
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, _shaderPokeStrategy = renStrat
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, _shaderDrawPrimitive = pm
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, _shaderTexture = Nothing
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, _shaderCustomUnis = []
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}
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return $ FullShader
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{ _shaderProgram = prog
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, _shaderMatrixUniform = unis
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, _shaderVAO = vaob
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, _shaderPokeStrategy = renStrat
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, _shaderDrawPrimitive = pm
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, _shaderTexture = Nothing
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, _shaderCustomUnis = []
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}
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-- | Compile shader and get its uniform locations.
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-- supposes the shader code is in the shader folder, with the string names
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+1
-1
@@ -47,7 +47,7 @@ data FullShader = FullShader
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{ _shaderProgram :: Program
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, _shaderMatrixUniform :: UniformLocation
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, _shaderVAO :: VAO
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, _shaderPokeStrategy :: RenderType -> [[[Float]]]-- -> F.FoldM IO RenderType Int
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, _shaderPokeStrategy :: RenderType -> [[Float]]-- -> F.FoldM IO RenderType Int
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, _shaderDrawPrimitive :: PrimitiveMode
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, _shaderTexture :: Maybe ShaderTexture
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, _shaderCustomUnis :: [UniformLocation]
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