Refactor light source and wall shadow shaders
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@@ -138,3 +138,35 @@ rotate3 :: Float -> Point3 -> Point3
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rotate3 a (x,y,z) = (x',y',z)
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where (x',y') = rotateV a (x,y)
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--picToAlt :: (Ap.Alternative f, Monoid (f RenderType)) => Int -> Picture -> f RenderType
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--{-# INLINE picToAlt #-}
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--picToAlt x (Polygon i ps)
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-- | i == x = Ap.pure $ RenderPoly $ zip (map zeroZ $ polyToTris ps) $ repeat black
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-- | otherwise = Ap.empty
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--picToAlt x (PolygonCol i vs)
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-- | i /= x = Ap.empty
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-- | otherwise =
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-- let (ps,cs) = unzip vs
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-- in Ap.pure $ RenderPoly $ zip (map zeroZ $ polyToTris ps) $ polyToTris cs
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--picToAlt x (Circle i r)
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-- | i == x = Ap.pure $ RenderCirc $ ((0,0,0),black,r)
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-- | otherwise = Ap.empty
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--picToAlt x (Ellipse i (ax,ay) (bx,by) r)
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-- | i == x = Ap.pure $ RenderEllipse [((ax,ay+r,0),black)
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-- ,((ax,ay-r,0),black)
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-- ,((bx,by-r,0),black)
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-- ]
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-- | otherwise = Ap.empty
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--picToAlt x (ThickArc i startA endA rad wdth)
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-- | i == x = Ap.pure $ RenderArc $ ((0,0,0),black,(startA,endA,rad,wdth))
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-- | otherwise = Ap.empty
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--picToAlt x (Line i ps)
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-- | i == x = Ap.pure $ RenderLine $ zip (map zeroZ $ doubleLine ps) $ repeat white
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-- | otherwise = Ap.empty
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--picToAlt x (Text i s)
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-- | i == x = Ap.pure $ RenderText $ stringToList s
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-- | otherwise = Ap.empty
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--picToAlt j Blank = Ap.empty
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--picToAlt j (Pictures pics) = mconcat $ fmap (picToAlt j) pics
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