Play with floor textures
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@@ -166,13 +166,14 @@ preloadRender = do
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wallTextureShad <-
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makeShaderUsingVAO "wall/texture" [vert, geom, frag] EPoints wpColVAO
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>>= addSamplerTexture2D "data/texture/grayscaleDirt.png"
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---- texture array shader
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textArrayShad <-
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makeShader "texture/arrayPos" [vert, frag] [3, 3] ETriangles
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>>= addTextureArray "data/texture/ayene_wooden_floor_transformed.png"
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let floorverxstrd = 8
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floorvbo <- setupVBO' floorverxstrd
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floorshader <- makeShader4 "floor/arrayPos" [vert, frag] [4,4] floorverxstrd ETriangles floorvbo
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putStrLn "a"
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tonormalmap <- initTexture2DArray 3 GL_LINEAR_MIPMAP_LINEAR GL_LINEAR "data/normalMaps/normalArray.png"
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todiffusemap <- initTexture2DArray 3 GL_LINEAR_MIPMAP_LINEAR GL_LINEAR "data/normalMaps/diffuseArray.png"
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checkGLError
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putStrLn "b"
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-- bind fixed vertex data
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bufferPokedVBO (snd fsShad) 4
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framebuf2 <- setupTextureFramebuffer 800 600
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@@ -212,7 +213,6 @@ preloadRender = do
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, eslist
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]
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initializeGLState
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tonormalmap <- initTexture 3 GL_LINEAR_MIPMAP_LINEAR GL_LINEAR "data/normalMaps/attachedPanel.png"
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return $
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RenderData
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{ _pictureShaders = shadV
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@@ -231,7 +231,7 @@ preloadRender = do
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, _wallBlankShader = wallBlankShad
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, _wallTextureShader = wallTextureShad
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, _windowShader = wallBlankShad{_shadVAO = winColVAO}
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, _textureArrayShader = textArrayShad
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-- , _textureArrayShader = textArrayShad
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, _fullscreenShader = fsShad
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, _lightingTextureShader = lightingTextureShad
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, _bloomBlurShader = bloomBlurShad
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@@ -259,6 +259,7 @@ preloadRender = do
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, _floorVBO = floorvbo
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, _floorShader = floorshader
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, _toNormalMaps = tonormalmap
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, _toDiffuse = todiffusemap
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}
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--------------------end preloadRender
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