Slightly restrict texture sizes
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@@ -3,11 +3,11 @@ in vec4 vCol;
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in vec4 vPos;
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in vec4 vNorm;
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layout (location=0) out vec4 fCol;
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layout (location=1) out vec4 fPos;
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layout (location=2) out vec4 fNorm;
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layout (location=1) out vec3 fPos;
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layout (location=2) out vec3 fNorm;
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void main()
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{
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fCol = vCol;
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fPos = vPos;
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fNorm = vNorm;
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fPos = vPos.xyz;
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fNorm = vNorm.xyz;
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}
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@@ -27,7 +27,6 @@ data RenderData = RenderData
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, _shapeEBO :: UintBO
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, _silhouetteEBO :: UintBO
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, _pictureShaders :: MV.MVector (PrimState IO) (GLuint,VBO)
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-- , _fbo2 :: (FBO, TO)
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, _fboHalf1 :: (FBO, TO)
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, _fboHalf2 :: (FBO, TO)
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, _fboBase :: (FBO, (TO, TO, TO))
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+1
-1
@@ -318,7 +318,7 @@ doDrawing' win pdata u = do
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glEnable GL_CULL_FACE
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glDisable GL_DEPTH_CLAMP
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--apply lightmap to cloud buffer
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glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboCloud pdata)))
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glBindFramebuffer GL_FRAMEBUFFER $ pdata ^. fboCloud . _1 . unFBO
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glDepthMask GL_FALSE
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withArray [GL_COLOR_ATTACHMENT0, GL_NONE] $
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glNamedFramebufferDrawBuffers (pdata ^. fboCloud . _1 . unFBO) 2
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@@ -26,10 +26,10 @@ sizeFBOs cfig rdata =
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GL_NEAREST
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GL_NEAREST
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GL_RGBA16F
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GL_RGBA16F -- could possibly recover using depth in a clever way
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GL_RGB16F -- could possibly recover using depth in a clever way
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-- but probably not, because the projection matrix is
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-- not always on-center
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GL_RGBA8_SNORM
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GL_RGB8_SNORM
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rdata
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fboBase
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>>= flip
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