Improve normal maps on ground and walls
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@@ -165,15 +165,14 @@ preloadRender = do
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-- textured wallShader
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wallTextureShad <-
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makeShaderUsingVAO "wall/texture" [vert, geom, frag] EPoints wpColVAO
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>>= addSamplerTexture2D "data/texture/grayscaleDirt.png"
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let wallverxstrd = 8
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wallvbo <- setupVBO' wallverxstrd
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wallshader <- makeShader4 "wall/basic" [vert,geom,frag] [4,4] wallverxstrd EPoints wallvbo
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let floorverxstrd = 8
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floorvbo <- setupVBO' floorverxstrd
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floorshader <- makeShader4 "floor/arrayPos" [vert, frag] [4,4] floorverxstrd ETriangles floorvbo
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putStrLn "a"
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tonormalmap <- initTexture2DArray 3 GL_LINEAR_MIPMAP_LINEAR GL_LINEAR "data/normalMaps/normalArray.png"
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todiffusemap <- initTexture2DArray 3 GL_LINEAR_MIPMAP_LINEAR GL_LINEAR "data/normalMaps/diffuseArray.png"
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checkGLError
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putStrLn "b"
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-- bind fixed vertex data
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bufferPokedVBO (snd fsShad) 4
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framebuf2 <- setupTextureFramebuffer 800 600
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@@ -260,6 +259,8 @@ preloadRender = do
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, _floorShader = floorshader
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, _toNormalMaps = tonormalmap
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, _toDiffuse = todiffusemap
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, _wallVBO = wallvbo
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, _wallShader = wallshader
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}
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--------------------end preloadRender
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