Simplify shader records
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+6
-24
@@ -121,13 +121,10 @@ doDrawing' win pdata u = do
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glEnable GL_CULL_FACE
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glCullFace GL_BACK
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unless (debugOn Remove_LOS cfig) $ do
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glUseProgram (pdata ^. ceilingStencilShader . shaderUINT)
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glUseProgram (pdata ^. ceilingStencilShader)
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glBindVertexArray $ pdata ^. dummyVAO . vaoName
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glEnable GL_DEPTH_CLAMP
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glDrawArrays
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(_unPrimitiveMode $ pdata ^. ceilingStencilShader . shaderPrimitive)
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0
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(fromIntegral (trueNWalls * 6))
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glDrawArrays GL_TRIANGLES 0 (fromIntegral (trueNWalls * 6))
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glDisable GL_DEPTH_CLAMP
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glStencilMask 127 -- to alter last seven bits
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glStencilOp GL_KEEP GL_KEEP GL_KEEP
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@@ -152,7 +149,7 @@ doDrawing' win pdata u = do
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glDrawArrays GL_TRIANGLES 0 (fromIntegral trueNWalls * 6)
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--draw object shapes onto base buffer
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let fs = _shapeShader pdata
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glUseProgram (_shaderUINT fs)
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glUseProgram fs
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glDrawArrays GL_TRIANGLES 0 (fromIntegral nIndices)
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-- draw chasm shader blocking floor
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glUseProgram (pdata ^. chasmShader . shaderUINT)
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@@ -226,15 +223,8 @@ doDrawing' win pdata u = do
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-- rethought, either do another pass and write just the depth or even remove
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-- the layer entirely
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glBlendFuncSeparate GL_ZERO GL_ONE GL_CONSTANT_ALPHA GL_ONE_MINUS_SRC_ALPHA
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glUseProgram (pdata ^. cloudShader . shaderUINT)
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glBindVertexArray $ pdata ^. cloudShader . shaderVAO . vaoName
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glUseProgram (pdata ^. cloudShader)
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glDrawArrays GL_TRIANGLES 0 (fromIntegral nCloudVs * 6)
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--glDrawArrays GL_TRIANGLES 0 6
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-- glDrawElements
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-- (pdata ^. cloudShader . shaderPrimitive . unPrimitiveMode)
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-- (fromIntegral nCloudIs)
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-- GL_UNSIGNED_INT
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-- nullPtr
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glDepthMask GL_TRUE
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--setup downscale viewport for blurring bloom
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@@ -275,15 +265,8 @@ doDrawing' win pdata u = do
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(pdata ^. fboCloud . _1 . unFBO)
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GL_COLOR
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0
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glUseProgram (pdata ^. cloudShader . shaderUINT)
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glBindVertexArray $ pdata ^. cloudShader . shaderVAO . vaoName
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glUseProgram (pdata ^. cloudShader)
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glDrawArrays GL_TRIANGLES 0 (fromIntegral nCloudVs * 6)
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--glDrawArrays GL_TRIANGLES 0 6
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---- glDrawElements
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---- (pdata ^. cloudShader . shaderPrimitive . unPrimitiveMode)
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---- (fromIntegral nCloudIs)
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---- GL_UNSIGNED_INT
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---- nullPtr
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-- glEnable GL_CULL_FACE
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-- glEnable GL_DEPTH_CLAMP
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-- glCullFace GL_BACK
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@@ -308,8 +291,7 @@ doDrawing' win pdata u = do
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-- and sum the normals weighted by alpha
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--glBlendFunci 2 GL_SRC_ALPHA GL_ONE
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glBlendFunci 2 GL_SRC_ALPHA GL_ONE
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glUseProgram (pdata ^. cloudShader . shaderUINT)
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glBindVertexArray $ pdata ^. cloudShader . shaderVAO . vaoName
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glUseProgram (pdata ^. cloudShader)
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-- glDepthMask GL_TRUE
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glDrawArrays GL_TRIANGLES 0 (fromIntegral nCloudVs * 6)
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--glDrawArrays GL_TRIANGLES 0 6
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