Continue render refactor
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+6
-6
@@ -22,11 +22,11 @@ bindArrayBuffers numVs theVBO = glNamedBufferSubData
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(fromIntegral $ floatSize * numVs * sum (_vboAttribSizes theVBO))
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(_vboPtr theVBO)
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bindShaderLayers :: MV.MVector (PrimState IO) FullShader -> UMV.MVector (PrimState IO) Int -> IO ()
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bindShaderLayers :: MV.MVector (PrimState IO) (FullShader, VBO) -> UMV.MVector (PrimState IO) Int -> IO ()
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bindShaderLayers shads counts = MV.imapM_ f shads
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where
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f i shad = do
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let theVBO = _vaoVBO $ _shadVAO' shad
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let theVBO = snd shad
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stride = sum $ _vboAttribSizes theVBO
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VFSM.mapM_ (g stride theVBO) $ VFSM.enumFromStepN 0 1 6 -- [0..5]
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where
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@@ -41,12 +41,12 @@ bindShaderLayers shads counts = MV.imapM_ f shads
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glNamedBufferSubDataH :: GLuint -> GLintptr -> GLsizeiptr -> Ptr a -> IO ()
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glNamedBufferSubDataH = glNamedBufferSubData
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bindShader :: MV.MVector (PrimState IO) FullShader -> UMV.MVector (PrimState IO) Int -> IO ()
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bindShader :: MV.MVector (PrimState IO) (FullShader,VBO) -> UMV.MVector (PrimState IO) Int -> IO ()
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bindShader shads counts = MV.imapM_ f shads
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where
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f i shad = UMV.read counts i >>= flip bindArrayBuffers (_vaoVBO . _shadVAO' $ shad)
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f i shad = UMV.read counts i >>= flip bindArrayBuffers (snd shad)
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bindShaderBuffers :: [FullShader] -> [Int] -> IO ()
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bindShaderBuffers :: [VBO] -> [Int] -> IO ()
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bindShaderBuffers = zipWithM_ f
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where
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f fs i = bindArrayBuffers i $ _vaoVBO $ _shadVAO' fs
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f fs i = bindArrayBuffers i fs
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