Cleanup. Start tweaking flares, glares and flashes
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@@ -1,12 +1,9 @@
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--{-# LANGUAGE TupleSections #-}
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--{-# LANGUAGE BangPatterns #-}
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module Shader.Poke
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( pokeVerxs
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, pokeLayVerxs
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, pokeArrayOff
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, pokePoint33s
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, pokeShape
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, pokePoint3s
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, pokeWallsWindowsFloor
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) where
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import Shader.Data
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@@ -23,11 +20,6 @@ import qualified Data.Vector.Unboxed.Mutable as UMV
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import qualified Data.Vector.Mutable as MV
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import qualified Data.Vector.Fusion.Stream.Monadic as VS
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import Control.Monad.Primitive
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--import Control.Parallel.Strategies
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--import System.Environment
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--import Control.Monad.Parallel as MP
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--import Control.Monad
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--import qualified Data.DList as DL
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pokeVerxs
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:: MV.MVector (PrimState IO) FullShader
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@@ -186,16 +178,6 @@ pokeJustV ptr counts sh = do
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V3 a b c = _svPos sh
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V4 d e f g = _svCol sh
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pokePoint3s :: Ptr Float -> VS.Stream IO Point3 -> IO Int
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pokePoint3s ptr = VS.foldlM' (pokePoint3 ptr) 0
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pokePoint3 :: Ptr Float -> Int -> Point3 -> IO Int
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pokePoint3 ptr n (V3 a b c) = do
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pokeElemOff ptr (n * 3) a
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pokeElemOff ptr (n * 3 + 1) b
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pokeElemOff ptr (n * 3 + 2) c
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return $ n + 1
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pokeLayVerxs
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:: MV.MVector (PrimState IO) FullShader
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-> UMV.MVector (PrimState IO) Int
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