Black out high walls
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@@ -16,13 +16,13 @@ void main()
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cenPosT = vec2 ( (cenPos.x + 1) * 0.5 * winSize.x , (cenPos.y + 1) * 0.5 * winSize.y);
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gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y + gRad/winSize.y, -0.9 , 1);
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gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y + gRad/winSize.y, -0.2 , 1);
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EmitVertex();
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gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y + gRad/winSize.y, -0.9 , 1);
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gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y + gRad/winSize.y, -0.2 , 1);
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EmitVertex();
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gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y - gRad/winSize.y, -0.9 , 1);
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gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y - gRad/winSize.y, -0.2 , 1);
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EmitVertex();
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gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y - gRad/winSize.y, -0.9 , 1);
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gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y - gRad/winSize.y, -0.2 , 1);
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EmitVertex();
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EndPrimitive();
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@@ -5,6 +5,7 @@ layout (triangle_strip, max_vertices = 11) out;
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uniform vec2 lightPos;
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uniform mat4 perpMat;
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uniform mat4 worldMat;
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uniform float facesToDraw;
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vec2 lightPosa = ( perpMat * vec4(lightPos,0,1) ).xy;
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@@ -46,7 +46,7 @@ preloadRender = do
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"data/texture/smudgedDirt.png"
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wsShad <- makeShaderCustomUnis "wallShadow" [vert,geom,frag] [(0,4)] Points pokeWPStrat
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["lightPos","perpMat"]
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["lightPos","perpMat","facesToDraw"]
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wlLightShad <- makeShaderCustomUnis "wallLight" [vert,frag] [(0,3)] TriangleStrip pokeLightWallStrat
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["lightPosRadLum"]
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@@ -74,7 +74,10 @@ renderPicture' pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints
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) :: IO (GLmatrix GLfloat)
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uniform ( (fromJust $ _shaderCustomUnis $ _wallShadowShader pdata) !! 1)
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$= pmat
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uniform ( (fromJust $ _shaderCustomUnis $ _wallShadowShader pdata) !! 2)
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$= (0 :: Float)
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cullFace $= Just Back
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cullFace $= Nothing
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drawShader (_wallShadowShader pdata) nWalls
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depthMask $= Disabled
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