Cmoplete transition to vertex attributes for shader compilation
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@@ -110,11 +110,11 @@ preloadRender = do
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(shadowlightshader ^. shaderVAO)
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putStrLn "Setup 2D shaders"
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bslist <- makeShaderVBO "dualTwoD/basic" [vert, frag] [3, 4] pmTriangles
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aslist <- makeShaderVBO "dualTwoD/arc" [vert, frag] [3, 4, 3] pmTriangles
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eslist <- makeShaderVBO "dualTwoD/ellipse" [vert, geom, frag] [3, 4] pmTriangles
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bslist <- makeShaderVBO "dualTwoD/basic" [vert, frag] (toFloatVAs [3, 4]) pmTriangles
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aslist <- makeShaderVBO "dualTwoD/arc" [vert, frag] (toFloatVAs [3, 4, 3]) pmTriangles
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eslist <- makeShaderVBO "dualTwoD/ellipse" [vert, geom, frag] (toFloatVAs [3, 4]) pmTriangles
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cslist <-
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makeShaderVBO "picture/charArray" [vert, frag] [3, 4, 4] pmTriangles
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makeShaderVBO "picture/charArray" [vert, frag] (toFloatVAs [3, 4, 4]) pmTriangles
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-- initTexture2DArray 50 "data/texture/charMapVertBig.png" 2 32 64 95 GL_NEAREST_MIPMAP_LINEAR GL_LINEAR
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initTexture2DArray 50 "data/texture/charMapVert16Block.png" 2 16 32 95 GL_NEAREST GL_NEAREST
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--initTexture2DArray 50 "data/texture/charMapVert8Block.png" 2 8 16 95 GL_NEAREST GL_NEAREST
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@@ -130,7 +130,7 @@ preloadRender = do
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grayscaleShad <- makeShaderUsingVAO "texture/grayscale" [vert, frag] pmTriangleStrip screentexturevao
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lightingTextureShad <-
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makeShaderUsingVAO "lighting/texture" [vert, frag] pmTriangleStrip screentexturevao
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barrelShad <- makeShaderVBO "texture/barrel" [vert, geom, frag] [2, 2, 2, 1] pmPoints
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barrelShad <- makeShaderVBO "texture/barrel" [vert, geom, frag] (toFloatVAs [2, 2, 2, 1]) pmPoints
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-- blank wallShader
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putStrLn "Setup floor VBO, shader"
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let floorverxstrd = 8
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@@ -143,7 +143,7 @@ preloadRender = do
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let cloudverxsizes = [4, 4, 4, 4]
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cloudvbo <- setupVBO (floatSize * sum cloudverxsizes)
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(cloudshader, cloudebo) <-
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makeShaderEBO "cloud/basic" [vert, frag] cloudverxsizes pmTriangles cloudvbo
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makeShaderEBO "cloud/basic" [vert, frag] (toFloatVAs cloudverxsizes) pmTriangles cloudvbo
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framebuf2 <- newTextureFramebuffer
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framebuf3 <- newTextureFramebuffer
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@@ -41,12 +41,12 @@ makeShaderVBO ::
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-- | shader types
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[GLenum] ->
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-- | The input vertex sizes
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[Int] ->
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[VertexAttribute] ->
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PrimitiveMode ->
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IO (Shader, VBO)
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makeShaderVBO s shaderlist sizes pm = do
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prog <- makeSourcedShader s shaderlist
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(vao, vbo) <- setupVBOVAO (toFloatVAs sizes)
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(vao, vbo) <- setupVBOVAO (sizes)
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return
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( Shader
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{ _shaderUINT = prog
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@@ -62,12 +62,12 @@ makeShaderEBO ::
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-- | shader types
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[GLenum] ->
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-- | The input vertex sizes
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[Int] ->
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[VertexAttribute] ->
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PrimitiveMode ->
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VBO ->
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IO (Shader, EBO)
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makeShaderEBO s shaderlist sizes pm vbo = do
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shad <- makeShaderUsingVBO s shaderlist (toFloatVAs sizes) pm vbo
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shad <- makeShaderUsingVBO s shaderlist sizes pm vbo
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ebo <- setupEBO (shad ^. shaderVAO)
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glVertexArrayElementBuffer (shad ^. shaderVAO . vaoName) (ebo ^. eboName)
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return
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