Cleanup: remove uniforms from shader datatype
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+4
-2
@@ -127,8 +127,10 @@ doDrawing' win pdata u = do
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glDepthFunc GL_LESS
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-- draw wall occlusions from the camera's point of view
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glUseProgram (pdata ^. lightingWallShadShader . shadName)
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glUniform3f (pdata ^?! lightingWallShadShader . shadUnis . ix 0) vfx vfy 20
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glUniform1f (pdata ^?! lightingWallShadShader . shadUnis . ix 1) 1000
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glProgramUniform3f (pdata ^. lightingWallShadShader . shadName)
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0 vfx vfy 20
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glProgramUniform1f (pdata ^. lightingWallShadShader . shadName)
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1 1000
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glBindVertexArray $ pdata ^. lightingWallShadShader . shadVAO . vaoName
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unless (debugOn Remove_LOS cfig) $
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glDrawArrays
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@@ -13,6 +13,7 @@ import Dodge.Wall.Draw
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import Geometry
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import ShapePicture
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-- not necessary: should just poke all walls to their wanted places
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wallsToDraw :: World -> ([((Point2, Point2), Point4)], [((Point2, Point2), Point4)], SPic, [Wall])
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wallsToDraw w = L.fold
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( (,,,)
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@@ -22,9 +23,9 @@ wallsToDraw w = L.fold
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<*> L.prefilter wlOpaqueDraw L.list
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)
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(w ^. cWorld . lWorld . walls)
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-- (wlsFromIXs w $ zonesExtract (w ^. wlZoning) $ zoneOfSight wlZoneSize cam)
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where
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f wl = (_wlLine wl, _wlColor wl)
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-- (wlsFromIXs w $ zonesExtract (w ^. wlZoning) $ zoneOfSight wlZoneSize cam)
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-- cam = w ^. cWorld . camPos
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--wallsToDraw
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