Add trajectory to grenades, various refactoring
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@@ -116,7 +116,7 @@ preloadRender = do
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let silEBO = EBO {_ebo = silEBOname, _eboPtr = silEBOptr}
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shEdgeVAO = VAO { _vao = shEdgeVAOname, _vaoVBO = shVBO }
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-- lighting shaders
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lightingOccludeShad <- makeShaderUsingVAO "lighting/occlude" [vert,geom,frag] EPoints wpVAO
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lightingWallShadShad <- makeShaderUsingVAO "lighting/wallShadow" [vert,geom,frag] EPoints wpVAO
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>>= addUniforms ["lightPos"]
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lightingCapShad
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<- makeShaderUsingVAO "lighting/cap" [vert,geom,frag] ETriangles shPosVAO
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@@ -201,7 +201,7 @@ preloadRender = do
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, _silhouetteEBO = silEBO
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, _lightingCapShader = lightingCapShad
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, _lightingLineShadowShader = lightingLineShadowShad
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, _lightingOccludeShader = lightingOccludeShad
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, _lightingWallShadShader = lightingWallShadShad
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, _wallBlankShader = wallBlankShad
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, _wallTextureShader = wallTextureShad
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, _windowShader = wallBlankShad { _shadVAO = winColVAO }
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@@ -239,6 +239,6 @@ cleanUpRenderPreload :: RenderData -> IO ()
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cleanUpRenderPreload pd = do
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-- TODO fix this
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--mapM_ freeShaderPointers $ _pictureShaders pd
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freeShaderPointers $ _lightingOccludeShader pd
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freeShaderPointers $ _lightingWallShadShader pd
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freeShaderPointers $ _fullscreenShader pd
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