Cleanup, overpower bloom
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+5
-14
@@ -119,7 +119,6 @@ doDrawing' win pdata u = do
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glStencilFunc GL_NOTEQUAL 128 255
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glStencilOp GL_KEEP GL_KEEP GL_REPLACE
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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)
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glBindVertexArray $ pdata ^. dummyVAO . vaoName
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@@ -137,7 +136,6 @@ doDrawing' win pdata u = do
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glNamedFramebufferDrawBuffers (pdata ^. fboBase . _1 . unFBO) 3
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--draw walls onto base buffer
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glEnable GL_CULL_FACE
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glCullFace GL_BACK
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glUseProgram (pdata ^. pullWallShader)
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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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@@ -154,12 +152,12 @@ doDrawing' win pdata u = do
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withArray [GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2] $
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glNamedFramebufferDrawBuffers (pdata ^. fboBase . _1 . unFBO) 3
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glDepthMask GL_TRUE
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glDisable GL_CULL_FACE
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--draw floor onto base buffer
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glUseProgram (pdata ^. floorShader)
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glStencilFunc GL_EQUAL 0 255
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glDrawArrays GL_TRIANGLES 0 (fromIntegral nFls)
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--glDisable GL_STENCIL_TEST
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glDisable GL_CULL_FACE
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glEnable GL_BLEND
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--draw lightmap into its own buffer
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createLightMap
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@@ -188,7 +186,7 @@ doDrawing' win pdata u = do
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glBindFramebuffer GL_FRAMEBUFFER (pdata ^. fboBloom . _1 . unFBO)
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withArray [0, 0, 0, 0] $
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glClearNamedFramebufferfv (pdata ^. fboBloom . _1 . unFBO) GL_COLOR 0
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glDepthFunc GL_LESS
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glDepthFunc GL_LEQUAL
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--glBlendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
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--glBlendFunc GL_ONE GL_ONE_MINUS_SRC_ALPHA
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glBlendFunc GL_ONE GL_ONE
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@@ -240,8 +238,9 @@ doDrawing' win pdata u = do
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glBlendFuncSeparatei 0 GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA GL_ONE_MINUS_DST_ALPHA GL_ONE
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--glBlendFunci 0 GL_ONE GL_ONE_MINUS_SRC_ALPHA
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--withArray [GL_COLOR_ATTACHMENT0, GL_NONE] $
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withArray [GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1] $
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glNamedFramebufferDrawBuffers (pdata ^. fboCloud . _1 . unFBO) 2
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--withArray [GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1] $
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withArray [GL_COLOR_ATTACHMENT0] $
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glNamedFramebufferDrawBuffers (pdata ^. fboCloud . _1 . unFBO) 1
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withArray [0.5, 0.5, 0.5, 0] $
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glClearNamedFramebufferfv
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(pdata ^. fboCloud . _1 . unFBO)
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@@ -249,12 +248,6 @@ doDrawing' win pdata u = do
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0
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glUseProgram (pdata ^. cloudShader)
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glDrawArrays GL_TRIANGLES 0 (fromIntegral nCloudVs * 6)
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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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---- drawShader (_windowShader pdata) nWins
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-- glDisable GL_DEPTH_CLAMP
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-- glDisable GL_CULL_FACE
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when (_gr_cloud_shadows cfig) $ do
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----render transparency depths
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-- glDepthMask GL_TRUE
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@@ -279,7 +272,6 @@ doDrawing' win pdata u = do
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---
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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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---- drawShader (_windowShader pdata) nWins
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-- glDisable GL_DEPTH_CLAMP
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-- glDisable GL_CULL_FACE
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@@ -320,7 +312,6 @@ doDrawing' win pdata u = do
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glEnable GL_CULL_FACE
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glEnable GL_DEPTH_CLAMP
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glDepthFunc GL_LEQUAL
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glCullFace GL_BACK
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glDisable GL_BLEND
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-- glDepthFunc GL_ALWAYS
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-- glDisable GL_CULL_FACE
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