Cleanup: remove uniforms from shader datatype
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@@ -24,14 +24,10 @@ drawShaderLay :: Int -> UMV.MVector (PrimState IO) Int -> Int -> (FullShader,VBO
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{-# INLINE drawShaderLay #-}
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drawShaderLay l countsVector shadIn fs = do
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i <- UMV.read countsVector shadIn
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--currentProgram $= Just (_shadProg' fs)
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glUseProgram (_shadName $ fst fs)
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glBindVertexArray $ fs ^. _1 . shadVAO . vaoName
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--bindVertexArrayObject $= Just (_vaoName $ _shadVAO' fs)
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case _shadTex' $ fst fs of
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Just ShaderTexture{_textureObject = txo} --, _textureTarget = tt}
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-- -> textureBinding Texture2D $= Just txo
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-- -> glBindTexture tt txo
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-> glBindTextureUnit 0 txo
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_ -> return ()
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glDrawArrays
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