Bind some fixed texture arrays only once

This commit is contained in:
2023-03-23 14:46:51 +00:00
parent ecd7a0fae0
commit 05d1d3d1eb
7 changed files with 15 additions and 16 deletions
+1 -4
View File
@@ -179,9 +179,6 @@ doDrawing' win pdata u = do
--draw floor onto base buffer
glUseProgram (pdata ^. floorShader . shaderUINT)
glBindVertexArray $ pdata ^. floorShader . shaderVAO . vaoName
glBindTextureUnit 1 (pdata ^. toNormalMaps . unTO)
--glTextureParameteri (pdata ^. toNormalMaps . unTO) GL_TEXTURE_BASE_LEVEL 3
glBindTextureUnit 2 (pdata ^. toDiffuse . unTO)
glDrawArrays
(_unPrimitiveMode $ pdata ^. floorShader . shaderPrimitive )
0
@@ -227,7 +224,7 @@ doDrawing' win pdata u = do
setViewportSize (round winx `div` (2 * resFact)) (round winy `div` (2 * resFact))
glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboHalf1 pdata)))
glDepthFunc GL_ALWAYS
glBindTexture GL_TEXTURE_2D (pdata ^. fboBloom . _2 . unTO)
glBindTextureUnit 0 (pdata ^. fboBloom . _2 . unTO)
glDisable GL_BLEND
drawShader (_bloomBlurShader pdata) 4
replicateM_ 9 $ pingPongBetween (_fboHalf1 pdata) (_fboHalf2 pdata) (_bloomBlurShader pdata)