Disable face culling on fixed layer, for aim sweep reverse winding
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+7
-7
@@ -210,23 +210,23 @@ renderLayer ::
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IO ()
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renderLayer layer shads counts = do
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let layerCounts = UMV.slice (ln * numShads) numShads counts
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putStrLn $ "layer: " <> show (ln * numShads)
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-- putStrLn $ "layer: " <> show (ln * numShads)
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MV.imapM_ (drawShaderLay ln layerCounts) shads
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where
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ln = fromEnum layer
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drawShaderLay :: Int -> UMV.MVector (PrimState IO) Int -> Int -> (GLuint, VBO) -> IO ()
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drawShaderLay
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:: Int -> UMV.MVector (PrimState IO) Int -> Int -> (GLuint, VBO) -> IO ()
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{-# INLINE drawShaderLay #-}
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drawShaderLay l countsVector shadIn fs = do
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-- putStr $ " shader: " <> show shadIn
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i <- UMV.read countsVector shadIn
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-- putStrLn $ " count: " <> show i
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glUseProgram (fst fs)
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glUniform1i 0 . fromIntegral $ (l * numSubElements)
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glDrawArrays
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GL_TRIANGLES
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(fromIntegral $ l * numSubElements)
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(drawCountMod shadIn i)
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glUniform1i 0 starti
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glDrawArrays GL_TRIANGLES starti (drawCountMod shadIn i)
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where
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starti = fromIntegral $ l * numSubElements
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drawCountMod :: Int -> Int -> GLsizei
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drawCountMod i n
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