Commit before messing around with shaders
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@@ -143,7 +143,7 @@ preloadRender = do
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bloomBlurShad <- makeShaderUsingShaderVAO "texture/bloomBlur" [vert,frag] ETriangleStrip fsShad
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colorBlurShad <- makeShaderUsingShaderVAO "texture/colorBlur" [vert,frag] ETriangleStrip fsShad
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grayscaleShad <- makeShaderUsingShaderVAO "texture/grayscale" [vert,frag] ETriangleStrip fsShad
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fullLightingShad <- makeShaderUsingShaderVAO "lighting/texture" [vert,frag] ETriangleStrip fsShad
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lightingTextureShad <- makeShaderUsingShaderVAO "lighting/texture" [vert,frag] ETriangleStrip fsShad
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>>= addUniforms ["lightPos","lumRad"]
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barrelShad <- makeShader "texture/barrel" [vert,geom,frag] [2,2,2,1] EPoints
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-- blank wallShader
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@@ -205,7 +205,7 @@ preloadRender = do
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, _windowShader = wallBlankShad { _shadVAO = winColVAO }
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, _textureArrayShader = textArrayShad
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, _fullscreenShader = fsShad
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, _fullLightingShader = fullLightingShad
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, _lightingTextureShader = lightingTextureShad
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, _bloomBlurShader = bloomBlurShad
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, _colorBlurShader = colorBlurShad
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, _barrelShader = barrelShad
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