Make bloom trail last for at most one frame
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@@ -68,8 +68,6 @@ createLightMap pdata resDiv wallPoints lightPoints fpics scPol = do
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let vsize = divideSize resDiv vpsize
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viewport $= (vppos, vsize)
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textureBinding Texture2D $= Just (snd $ _fboLighting pdata)
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--textureFilter Texture2D $= ((Linear',Just Linear') , Linear')
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--generateMipmap' Texture2D
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-- store wall and light positions into buffer
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nWallLights <- F.foldM (pokeShader $ _lightingWallShader pdata) (map Render22 wallPoints)
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bindShaderBuffers [_lightingWallShader pdata] [nWallLights]
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@@ -168,14 +166,10 @@ pingPongBlur :: RenderData -> IO ()
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pingPongBlur pdata = do
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bindFramebuffer Framebuffer $= fst3 (_fbo3 pdata)
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textureBinding Texture2D $= Just (snd3 $ _fbo2 pdata)
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--textureFilter Texture2D $= ((Linear',Just Linear') , Linear')
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--generateMipmap' Texture2D
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drawShader (_bloomBlurShader pdata) 4
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bindFramebuffer Framebuffer $= fst3 (_fbo2 pdata)
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textureBinding Texture2D $= Just (snd3 $ _fbo3 pdata)
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--textureFilter Texture2D $= ((Linear',Just Linear') , Linear')
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--generateMipmap' Texture2D
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drawShader (_bloomBlurShader pdata) 4
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-- assumes that vertices have already been sent to the shader
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@@ -187,14 +181,10 @@ pingPongBetween
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pingPongBetween (fb1,to1) (fb2,to2) fs = do
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bindFramebuffer Framebuffer $= fb2
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textureBinding Texture2D $= Just to1
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-- textureFilter Texture2D $= ((Linear',Just Linear') , Linear')
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-- generateMipmap' Texture2D
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drawShader fs 4
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bindFramebuffer Framebuffer $= fb1
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textureBinding Texture2D $= Just to2
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-- textureFilter Texture2D $= ((Linear',Just Linear') , Linear')
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-- generateMipmap' Texture2D
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drawShader fs 4
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renderShader
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