Tweak fullscreen texture shaders
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@@ -0,0 +1,12 @@
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#version 430 core
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in vec2 vTexPos;
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out vec4 fColor;
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uniform sampler2D screenTexture;
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void main()
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{
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fColor = texture(screenTexture, vTexPos);
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float av = (fColor.r + fColor.g + fColor.b) / 3.0;
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fColor = vec4(av,av,av,1.0);
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}
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@@ -0,0 +1,10 @@
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#version 430 core
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layout (location = 0) in vec2 pos;
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layout (location = 1) in vec2 texPos;
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out vec2 vTexPos;
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void main()
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{
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gl_Position = vec4(pos,0,1);
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vTexPos = texPos;
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}
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@@ -22,7 +22,7 @@ defaultInanimate = defaultCreature & crState . crIsAnimate .~ False
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lamp :: Creature
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lamp = defaultInanimate
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{ _crUpdate = initialiseLamp
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, _crHP = 500
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, _crHP = 100
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, _crPict = \ _ -> onLayer CrLayer $ color white $ circleSolid 3
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, _crRad = 3
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}
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@@ -76,6 +76,16 @@ doDrawing pdata w = do
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depthMask $= Disabled
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renderBlankWalls pdata windowPoints pmat
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depthMask $= Enabled
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---- draw the lightmap to the screen
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-- bindFramebuffer Framebuffer $= defaultFramebufferObject
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-- clear [DepthBuffer]
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-- textureBinding Texture2D $= Just (snd $ _fbo2 pdata)
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-- textureFilter Texture2D $= ((Linear',Just Linear') , Linear')
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-- generateMipmap' Texture2D
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-- bindShaderBuffers [_fullscreenShader pdata] [4]
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-- drawShader (_fullscreenShader pdata) 4
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resetShaderUniforms (map extractProgAndUnis $ _pictureShaders pdata)
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----------------------
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blendFunc $= (SrcAlpha,OneMinusSrcAlpha)
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+18
-4
@@ -26,6 +26,7 @@ data RenderData = RenderData
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, _backgroundShader :: FullShader (Point2,Point2,Point2,Point2)
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, _fullscreenShader :: FullShader ()
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, _boxBlurShader :: FullShader ()
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, _grayscaleShader :: FullShader ()
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, _pictureShaders :: [FullShader RenderType]
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, _spareFBO :: FramebufferObject
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, _fboTexture :: TextureObject
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@@ -58,22 +59,29 @@ preloadRender = do
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[(0,3),(1,4),(2,3)] Points pokeCharStrat
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>>= addTexture "data/texture/charMap.png"
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-- fullscreen shader
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fsShad <- makeShader "fullscreen" [vert,frag] [(0,2),(1,2)] TriangleStrip $ const
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-- texture shaders, no textures attached
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fsShad <- makeShader "texture/simple" [vert,frag] [(0,2),(1,2)] TriangleStrip $ const
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[[[-1, 1],[0,1]]
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,[[ 1, 1],[1,1]]
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,[[-1,-1],[0,0]]
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,[[ 1,-1],[1,0]]
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]
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_ <- F.foldM (pokeShader fsShad) [()] -- fix fullscreen vertex positions now
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-- box blur shader
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boxBlurShad <- makeShader "boxBlur" [vert,frag] [(0,2),(1,2)] TriangleStrip $ const
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boxBlurShad <- makeShader "texture/boxBlur" [vert,frag] [(0,2),(1,2)] TriangleStrip $ const
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[[[-1, 1],[0,1]]
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,[[ 1, 1],[1,1]]
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,[[-1,-1],[0,0]]
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,[[ 1,-1],[1,0]]
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]
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_ <- F.foldM (pokeShader boxBlurShad) [()] -- fix fullscreen vertex positions now
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grayscaleShad <- makeShader "texture/grayscale" [vert,frag] [(0,2),(1,2)] TriangleStrip $ const
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[[[-1, 1],[0,1]]
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,[[ 1, 1],[1,1]]
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,[[-1,-1],[0,0]]
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,[[ 1,-1],[1,0]]
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]
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_ <- F.foldM (pokeShader grayscaleShad) [()] -- fix fullscreen vertex positions now
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-- background shader
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bgShad <- makeShader "background" [vert,geom,frag] [(0,4),(1,2)] Points pokeBGStrat
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@@ -107,6 +115,7 @@ preloadRender = do
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, _backgroundShader = bgShad
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, _fullscreenShader = fsShad
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, _boxBlurShader = boxBlurShad
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, _grayscaleShader = grayscaleShad
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, _spareFBO = fbo
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, _fboTexture = fboTO
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, _fboRenderbufferObject = fboRBO
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@@ -161,6 +170,11 @@ setupFramebuffer = do
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generateMipmap' Texture2D
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framebufferTexture2D Framebuffer (ColorAttachment 0) Texture2D fboTO 0
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fboRBO <- genObjectName
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bindRenderbuffer Renderbuffer $= fboRBO
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renderbufferStorage Renderbuffer Depth24Stencil8 (RenderbufferSize 600 600)
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framebufferRenderbuffer Framebuffer DepthStencilAttachment Renderbuffer fboRBO
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fboStatus <- framebufferStatus Framebuffer
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print fboStatus
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+25
-22
@@ -63,10 +63,10 @@ createLightMap
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-> IO ()
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createLightMap pdata resDiv wallPoints lightPoints (viewFromx,viewFromy) pmat = do
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-- get viewport size so we can reset it later
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(vppos,vpsize) <- get viewport
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-- set the viewport size to that of the render buffer
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viewport $= (vppos, divideSize resDiv vpsize)
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bindFramebuffer Framebuffer $= _spareFBO pdata
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-- store wall and light positions into buffer
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@@ -132,54 +132,57 @@ createLightMap pdata resDiv wallPoints lightPoints (viewFromx,viewFromy) pmat =
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uniform (fromJust (_shaderCustomUnis $ _lightingWallShader pdata) !! 2)
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$= Vector2 r lum
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drawShader (_lightingWallShader pdata) nWallLights
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depthMask $= Enabled
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cullFace $= Nothing
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stencilTest $= Disabled
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blend $= Disabled
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-- set the viewport size to that of the window
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viewport $= (vppos, vpsize)
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-- always want to draw lightmap
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depthFunc $= Just Always
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-- draw the lightmap on a full size fbo
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bindFramebuffer Framebuffer $= fst (_fbo2 pdata)
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colorMask $= Color4 Disabled Disabled Disabled Enabled
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bindShaderBuffers [_boxBlurShader pdata] [4]
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textureBinding Texture2D $= Just (_fboTexture pdata)
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-- by upscaling the shadowmap texture and using Linear' magnification
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-- interpolation, we get a poor mans blur
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-- interpolation, we get a poor mans blur, not sure about performance
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textureFilter Texture2D $= ((Linear',Just Linear') , Linear')
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generateMipmap' Texture2D
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-- not sure about the performance implications ^^^
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drawShader (_boxBlurShader pdata) 4
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-- ping pong blur between the two buffers as many times as desired
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replicateM_ 3 $ pingPongBlur pdata
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-- draw the lightmap to the screen
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bindFramebuffer Framebuffer $= defaultFramebufferObject
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textureBinding Texture2D $= Just (snd $ _fbo2 pdata)
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textureFilter Texture2D $= ((Linear',Just Linear') , Linear')
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generateMipmap' Texture2D
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drawShader (_boxBlurShader pdata) 4
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colorMask $= Color4 Enabled Enabled Enabled Enabled
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depthMask $= Enabled
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blend $= Enabled
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{- |
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Blur between two framebuffers.
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Assumes no depth testing is done (depthFunc %= Just Always).
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-}
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pingPongBlur :: RenderData -> IO ()
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pingPongBlur pdata = do
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bindFramebuffer Framebuffer $= fst (_fbo3 pdata)
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textureBinding Texture2D $= Just (snd $ _fbo2 pdata)
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textureFilter Texture2D $= ((Linear',Just Linear') , Linear')
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generateMipmap' Texture2D
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drawShader (_boxBlurShader pdata) 4
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replicateM_ 2 $ pingPongBlur pdata
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bindFramebuffer Framebuffer $= defaultFramebufferObject
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textureBinding Texture2D $= Just (snd $ _fbo3 pdata)
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textureFilter Texture2D $= ((Linear',Just Linear') , Linear')
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generateMipmap' Texture2D
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drawShader (_boxBlurShader pdata) 4
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colorMask $= Color4 Enabled Enabled Enabled Enabled
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blend $= Enabled
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pingPongBlur :: RenderData -> IO ()
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pingPongBlur pdata = do
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bindFramebuffer Framebuffer $= fst (_fbo2 pdata)
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textureBinding Texture2D $= Just (snd $ _fbo3 pdata)
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textureFilter Texture2D $= ((Linear',Just Linear') , Linear')
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generateMipmap' Texture2D
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drawShader (_boxBlurShader pdata) 4
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bindFramebuffer Framebuffer $= fst (_fbo3 pdata)
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textureBinding Texture2D $= Just (snd $ _fbo2 pdata)
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textureFilter Texture2D $= ((Linear',Just Linear') , Linear')
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generateMipmap' Texture2D
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drawShader (_boxBlurShader pdata) 4
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renderBackground
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:: RenderData
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+13
-3
@@ -120,7 +120,17 @@ addTexture texturePath shad = do
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textureFilter Texture2D $= ((Linear',Just Linear') , Nearest)
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return $ shad & shaderTexture ?~ ShaderTexture {_textureObject = textureOb}
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makeShader :: String -> [ShaderType] -> [(GLuint,Int)] -> PrimitiveMode -> (a -> [[[Float]]]) -> IO (FullShader a)
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{- |
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Compiles a full shader found within the shader directory.
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The shader is made up of files begining with the inputted string with extensions .vert, .geom etc.
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-}
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makeShader
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:: String -- ^ First part of the name of the shader
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-> [ShaderType] -- ^ Filetype extensions
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-> [(GLuint,Int)] -- ^ The shaders input vertices (location, size)
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-> PrimitiveMode
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-> (a -> [[[Float]]]) -- ^ Poke strategy: method for creating a list of vertex data to be bound
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-> IO (FullShader a)
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makeShader s shaderlist alocs pm renStrat = do
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(prog,unis) <- makeSourcedShader s shaderlist
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vao <- setupVAO alocs
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@@ -170,9 +180,9 @@ setupArrayBuffer (aloc,i) = do
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vertexAttribArray (AttribLocation aloc) $= Enabled
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return vbo
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-- compile shader and get its uniform locations
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-- | Compile shader and get its uniform locations.
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-- supposes the shader code is in the shader folder, with the string names
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-- followed by .vert/.geom/.frag
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-- followed by .vert/.geom/.frag.
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makeSourcedShader :: String -> [ShaderType] -> IO (Program, [UniformLocation])
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makeSourcedShader s sts = do
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sources <- forM sts $ \st -> BS.readFile ("shader/" ++ s ++ shaderTypeExt st)
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