Replace glDrawBuffers with glNamedFramebufferDrawBuffers
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@@ -20,8 +20,8 @@ void main()
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vec4 a1 = theMat * p1;
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vec4 a2 = theMat * p2;
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// if (0 > isLHS (a1.xy - a2.xy, a1.xy - "viewFromPoint")) {
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vec4 p3 = vec4 (p1.xy,5000,1); //note the random z value, used for GL_DEPTH_CLAMP
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vec4 p4 = vec4 (p2.xy,5000,1);
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vec4 p3 = vec4 (p1.xy,500,1); //note the random z value, used for GL_DEPTH_CLAMP
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vec4 p4 = vec4 (p2.xy,500,1);
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vec4 a3 = theMat * p3;
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vec4 a4 = theMat * p4;
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gPos = p1;gl_Position = a1; EmitVertex();
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@@ -115,8 +115,8 @@ inventoryX c = case c of
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"A" ->
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[introScan t | t <- [minBound..maxBound]] <>
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[ flameThrower
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, fuelPack
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, chemFuelPouch
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, fuelPack
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, copier ABSOLUTE
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, nulgate
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, unigate
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@@ -215,7 +215,7 @@ spanColLightBlackI col h a b =
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V2 x y = 0.5 *.* (a +.+ b)
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spanLightI :: Point2 -> Point2 -> Placement
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spanLightI = spanColLightI 0.75 50
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spanLightI = spanColLightI 0.75 50.1
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spanLightY :: Point2 -> Point2 -> Point2 -> Point2 -> Placement
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spanLightY l x y z =
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+13
-13
@@ -161,7 +161,8 @@ doDrawing' win pdata u = do
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2
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ptr
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withArray [GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2] $
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\ptr -> glDrawBuffers 3 ptr
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glNamedFramebufferDrawBuffers (pdata ^. fboBase . _1 . unFBO) 3
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-- \ptr -> glDrawBuffers 3 ptr
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--draw walls onto base buffer
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-- maybe cull faces? maybe do this before?
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glEnable GL_CULL_FACE
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@@ -202,7 +203,8 @@ doDrawing' win pdata u = do
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0
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(fromIntegral nchs)
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withArray [GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2] $
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\ptr -> glDrawBuffers 3 ptr
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glNamedFramebufferDrawBuffers (pdata ^. fboBase . _1 . unFBO) 3
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-- \ptr -> glDrawBuffers 3 ptr
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glDepthMask GL_TRUE
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--draw floor onto base buffer
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glUseProgram (pdata ^. floorShader . shaderUINT)
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@@ -254,7 +256,7 @@ doDrawing' win pdata u = do
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renderLayer BloomNoZWrite shadV pokeCounts
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glDepthMask GL_TRUE
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renderLayer BloomLayer shadV pokeCounts
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-- draw clouds, transparency blocks some alpha
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-- draw clouds to block bloom particles, transparency blocks some alpha
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glDepthMask GL_FALSE
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glBlendColor 0 0 0 0.1 -- using this and GL_CONSTANT_ALPHA below
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-- can allow for some underlighting of the clouds
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@@ -284,15 +286,10 @@ doDrawing' win pdata u = do
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glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboCloud pdata)))
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glDepthFunc GL_LEQUAL
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glDepthMask GL_FALSE
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--blendFunc $= (SrcAlphaSaturate,One)
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--blendColor $= Color4 0.5 0.5 0.5 0.5
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--blendFuncSeparate $= ((SrcAlphaSaturate,One) , (One,OneMinusSrcAlpha))
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--blendFuncSeparate $= ((SrcAlpha, OneMinusSrcAlpha), (One, OneMinusSrcAlpha))
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--glBlendFuncSeparate GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA GL_ONE GL_ONE_MINUS_SRC_ALPHA
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glBlendFuncSeparate GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA GL_ONE_MINUS_DST_ALPHA GL_ONE
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--glBlendFuncSeparate GL_SRC_ALPHA_SATURATE GL_ONE_MINUS_SRC_ALPHA GL_ONE GL_ONE_MINUS_SRC_ALPHA
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--glBlendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
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withArray [GL_COLOR_ATTACHMENT0, GL_NONE] $ \ptr -> glDrawBuffers 2 ptr
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--withArray [GL_COLOR_ATTACHMENT0, GL_NONE] $ \ptr -> glDrawBuffers 2 ptr
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withArray [GL_COLOR_ATTACHMENT0, GL_NONE]
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$ glNamedFramebufferDrawBuffers (pdata ^. fboCloud . _1 . unFBO) 2
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withArray [0.5, 0.5, 0.5, 0] $ \ptr ->
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glClearNamedFramebufferfv
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(pdata ^. fboCloud . _1 . unFBO)
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@@ -319,7 +316,8 @@ doDrawing' win pdata u = do
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glDepthFunc GL_ALWAYS
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glDisable GL_BLEND
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withArray [GL_NONE, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2] $
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\ptr -> glDrawBuffers 3 ptr
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-- \ptr -> glDrawBuffers 3 ptr
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glNamedFramebufferDrawBuffers (pdata ^. fboCloud . _1 . unFBO) 3
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withArray [0, 0, 0, 0] $ \ptr ->
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glClearNamedFramebufferfv
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(pdata ^. fboCloud . _1 . unFBO)
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@@ -374,7 +372,9 @@ doDrawing' win pdata u = do
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--apply lightmap to cloud buffer
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glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboCloud pdata)))
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glDepthMask GL_FALSE
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withArray [GL_COLOR_ATTACHMENT0, GL_NONE] $ \ptr -> glDrawBuffers 2 ptr
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withArray [GL_COLOR_ATTACHMENT0, GL_NONE] $
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glNamedFramebufferDrawBuffers (pdata ^. fboCloud . _1 . unFBO) 2
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-- $ \ptr -> glDrawBuffers 2 ptr
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glDepthFunc GL_ALWAYS
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glBindTextureUnit 0 (_unTO . snd $ _fboLighting pdata)
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glEnable GL_BLEND
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