Cleanup, overpower bloom
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+1
-11
@@ -96,7 +96,6 @@ renderLightingNoShadows positiontexture normaltexture lightPoints pdata = do
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glStencilFunc GL_NOTEQUAL 128 255
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glStencilOp GL_KEEP GL_KEEP GL_KEEP
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glColorMask GL_TRUE GL_TRUE GL_TRUE GL_TRUE
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-- glDisable GL_STENCIL_TEST
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renderFlatLighting :: RenderData -> IO ()
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@@ -161,10 +160,7 @@ renderShadows shadrendertype nWalls nSils nCaps positiontexture normaltexture li
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glColorMask GL_FALSE GL_FALSE GL_FALSE GL_FALSE
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-- setup stencil
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with 0 $
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glClearNamedFramebufferiv
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(pdata ^. fboLighting . _1 . unFBO)
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GL_STENCIL
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0
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glClearNamedFramebufferiv (pdata ^. fboLighting . _1 . unFBO) GL_STENCIL 0
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glDisable GL_CULL_FACE
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-- the first bit has been used to stencil out "ceilings" under which we never draw
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glStencilFunc GL_NOTEQUAL 128 255
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@@ -175,18 +171,12 @@ renderShadows shadrendertype nWalls nSils nCaps positiontexture normaltexture li
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case shadrendertype of
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GeoObjShads -> do
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--draw silhouette shadows
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glEnable GL_DEPTH_CLAMP
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glUseProgram llinesShad
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glDrawArrays GL_TRIANGLES 0 ((fromIntegral nSils * 6) `div` 4)
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--draw caps on the near plane as required
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glEnable GL_CULL_FACE
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glCullFace GL_BACK
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glUseProgram lcapShad
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-- glUniform3f 0 x y z
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-- glUniform4f 1 r g b rad
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-- glFrontFace(GL_CW)
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glDrawArrays GL_TRIANGLES 0 (fromIntegral nCaps)
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-- glFrontFace(GL_CCW)
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glDisable GL_DEPTH_CLAMP
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_ -> return ()
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--draw lightmap itself
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