Add text messages on loading screens
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+5
-5
@@ -201,10 +201,10 @@ doDrawing' win pdata u = do
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--setup downscale viewport for blurring bloom
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setViewport _gr_downsize_res cfig
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glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboHalf pdata)))
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glBindFramebuffer GL_FRAMEBUFFER $ pdata ^. fboHalf . _1 . unFBO
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glDepthFunc GL_ALWAYS
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glBindTextureUnit 0 (pdata ^. fboBloom . _2 . unTO)
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glGenerateTextureMipmap (pdata ^. fboBloom . _2 . unTO)
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glBindTextureUnit 0 (pdata ^. fboBloom . _2 . unTO)
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glDisable GL_BLEND
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-- this all needs more tuning + more thought
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-- a fade effect would be cool, so not to fully reset last frames bloom
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@@ -398,7 +398,8 @@ doDrawing' win pdata u = do
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glDrawArrays GL_TRIANGLES 0 6
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glBlendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
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-- draw the overlay
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glDepthFunc GL_ALWAYS
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glDepthFunc GL_LEQUAL
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--glDepthFunc GL_ALWAYS
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glDepthMask GL_FALSE
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glEnable GL_BLEND
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--glBlendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
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@@ -406,9 +407,8 @@ doDrawing' win pdata u = do
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renderLayer DebugLayer shadV pokeCounts
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withArray (scaleMatrix (2 / windowXFloat cfig) (2 / windowYFloat cfig)) $
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glNamedBufferSubData (pdata ^. matUBO) 0 64
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glDepthFunc GL_GEQUAL
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glDepthMask GL_TRUE
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with (-1) $ glClearNamedFramebufferfv 0 GL_DEPTH 0
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with 1 $ glClearNamedFramebufferfv 0 GL_DEPTH 0
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renderLayer FixedCoordLayer shadV pokeCounts
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checkGLError "during doDrawing'"
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SDL.glSwapWindow win
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