Commit before messing around with shaders
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+6
-6
@@ -40,7 +40,7 @@ createLightMap pdata lightPoints nWalls nSils nCaps drawObjShads toPos = do
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let llsShad = _lightingLineShadowShader pdata
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let lcShad = _lightingCapShader pdata
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let lwShad = _lightingWallShadShader pdata
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let flShad = _fullLightingShader pdata
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let ltShad = _lightingTextureShader pdata
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-- we assume that the renderbuffer's depth has been correctly set elsewhere
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-- we will not be changing that here
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depthMask $= Disabled
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@@ -100,14 +100,14 @@ createLightMap pdata lightPoints nWalls nSils nCaps drawObjShads toPos = do
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colorMask $= Color4 Enabled Enabled Enabled Enabled
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stencilOp $= (OpKeep,OpKeep,OpKeep)
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stencilFunc $= (Equal, 0, 255)
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currentProgram $= Just (_shadProg flShad)
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uniform (head $ _shadUnis flShad)
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currentProgram $= Just (_shadProg ltShad)
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uniform (head $ _shadUnis ltShad)
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$= Vector3 x y z
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uniform (_shadUnis flShad !! 1)
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uniform (_shadUnis ltShad !! 1)
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$= Vector4 r g b rad
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bindVertexArrayObject $= Just (_vao $ _shadVAO flShad)
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bindVertexArrayObject $= Just (_vao $ _shadVAO ltShad)
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glDrawArrays
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(marshalEPrimitiveMode (_shadPrim flShad))
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(marshalEPrimitiveMode (_shadPrim ltShad))
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0
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(fromIntegral (4::Int))
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--cleanup: may not be necessary, depending on what comes after...
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