Allow independent distortion of rgb channels
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+2
-3
@@ -366,13 +366,12 @@ doDrawing' win pdata u = do
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glBindFramebuffer GL_FRAMEBUFFER 0
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glUseProgram (pdata ^. fullscreenShader)
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glDrawArrays GL_TRIANGLES 0 6
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--(RadialDistortion (V2 a b) (V2 c d) (V2 e f) (V2 g h) _:_) -> do
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rs' -> do
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let rs = take 10 rs'
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glBindFramebuffer GL_FRAMEBUFFER (pdata ^. fbo2 . _1 . unFBO)
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withArray (concatMap rdToVec2s rs) $
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glNamedBufferSubData (pdata ^. barrelShader . _2 . vboName) 0
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(12 * fromIntegral (length rs * sizeOf (0 :: Float)))
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(18 * fromIntegral (length rs * sizeOf (0 :: Float)))
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glBindTextureUnit 1 $ pdata ^. fboBase . _2 . _1 . unTO
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glUseProgram (pdata ^. barrelShader . _1)
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glUniform1i 0 (fromIntegral (length rs))
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@@ -400,7 +399,7 @@ doDrawing' win pdata u = do
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SDL.glSwapWindow win
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rdToVec2s :: Distortion -> [Point2]
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rdToVec2s (RadialDistortion a b c d e f _) = [a,b,c,d,e,f]
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rdToVec2s (RadialDistortion a b c d e f g h i j k l _) = [a,b,c,d,e,f,g,h,i,j,k,l]
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bufferPerspectiveMatrixUBO :: Config -> Camera -> GLuint -> IO ()
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bufferPerspectiveMatrixUBO cfig cam uboid =
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