Work out screen coordinates for connecting infobox
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+7
-7
@@ -116,7 +116,7 @@ doDrawing pdata u = do
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then renderTextureWalls pdata nWalls
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else renderBlankWalls pdata nWalls
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--draw object pictures onto base buffer
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renderLayer 0 shadV layerCounts
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renderLayer BottomLayer shadV layerCounts
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--draw object shapes onto base buffer
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let fs = _shapeShader pdata
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currentProgram $= Just (_shadProg fs)
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@@ -146,9 +146,9 @@ doDrawing pdata u = do
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depthFunc $= Just Less
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blendFunc $= (SrcAlpha,OneMinusSrcAlpha)
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depthMask $= Disabled
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renderLayer 3 shadV layerCounts
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renderLayer BloomNoZWrite shadV layerCounts
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depthMask $= Enabled
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renderLayer 1 shadV layerCounts
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renderLayer BloomLayer shadV layerCounts
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--depthMask $= Enabled
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--setup downscale viewport for blurring bloom
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setViewportSize (round winx `div` (2*resFact)) (round winy `div` (2*resFact))
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@@ -171,7 +171,7 @@ doDrawing pdata u = do
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blendFuncSeparate $= ((SrcAlpha,OneMinusSrcAlpha),(One,OneMinusSrcAlpha))
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drawBuffers $= [FBOColorAttachment 0,NoBuffers]
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clear [ColorBuffer]
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renderLayer 2 shadV layerCounts
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renderLayer MidLayer shadV layerCounts
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--renderWindows pdata windowPoints
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drawShader (_windowShader pdata) nWins
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when (_cloud_shadows cfig) $ do
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@@ -179,7 +179,7 @@ doDrawing pdata u = do
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depthMask $= Enabled
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blend $= Disabled
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drawBuffers $= [NoBuffers,FBOColorAttachment 1]
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renderLayer 2 shadV layerCounts
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renderLayer MidLayer shadV layerCounts
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drawShader (_windowShader pdata) nWins
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----draw lightmap for cloud buffer
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depthMask $= Disabled
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@@ -237,14 +237,14 @@ doDrawing pdata u = do
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depthFunc $= Just Always
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blend $= Enabled
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blendFunc $= (SrcAlpha,OneMinusSrcAlpha)
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renderLayer 5 shadV layerCounts
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renderLayer DebugLayer shadV layerCounts
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-- draw overlay
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depthFunc $= Just Always
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depthMask $= Disabled
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blend $= Enabled
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blendFunc $= (SrcAlpha,OneMinusSrcAlpha)
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renderLayer 4 shadV layerCounts
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bufferUBO $ isoMatrix 0 1 (V2 0 0) (V2 2 2)
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renderLayer FixedCoordLayer shadV layerCounts
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renderFoldable shadV $ fixedCoordPictures u
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depthMask $= Enabled
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eTicks <- SDL.ticks
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