Clarify number of distortions, play with distorting bullets
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+4
-3
@@ -359,7 +359,6 @@ doDrawing' win pdata u = do
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glDepthFunc GL_ALWAYS
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glBlendFunc GL_ONE GL_ZERO
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-- perform distortions
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-- this is hideous
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case getDistortions cfig w of
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[] -> do
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glBindTextureUnit 0 $ pdata ^. fboBase . _2 . _1 . unTO
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@@ -371,7 +370,7 @@ doDrawing' win pdata u = do
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glBindFramebuffer GL_FRAMEBUFFER (pdata ^. fbo2 . _1 . unFBO)
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withArray (concatMap rdToVec2s rs) $
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glNamedBufferSubData (pdata ^. barrelShader . _2 . vboName) 0
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(18 * fromIntegral (length rs * sizeOf (0 :: Float)))
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(24 * fromIntegral (length rs * sizeOf (0 :: Float)))
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glBindTextureUnit 1 $ pdata ^. fboBase . _2 . _1 . unTO
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glUseProgram (pdata ^. barrelShader . _1)
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glUniform1i 0 (fromIntegral (length rs))
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@@ -399,7 +398,9 @@ doDrawing' win pdata u = do
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SDL.glSwapWindow win
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rdToVec2s :: Distortion -> [Point2]
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rdToVec2s (RadialDistortion a b c d e f g h i j k l _) = [a,b,c,d,e,f,g,h,i,j,k,l]
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rdToVec2s (RadialDistortion a b c d e f _) = [a,b,c] <> t d <> t e <> t f
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where
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t (V3 x y z) = [x,y,z]
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bufferPerspectiveMatrixUBO :: Config -> Camera -> GLuint -> IO ()
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bufferPerspectiveMatrixUBO cfig cam uboid =
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