Simplify wall lighting shader
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+2
-1
@@ -128,6 +128,7 @@ doDrawing' win pdata u = do
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GL_DEPTH
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0
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-- draw wall occlusions from the camera's point of view
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glDisable GL_CULL_FACE
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unless (debugOn Remove_LOS cfig) $ do
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glUseProgram (pdata ^. lightingWallShadShader . shaderUINT)
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glProgramUniform3f
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@@ -139,7 +140,7 @@ doDrawing' win pdata u = do
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glProgramUniform1f
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(pdata ^. lightingWallShadShader . shaderUINT)
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1
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1000
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1000 -- this should be the furthest on screen distance from the viewpoint
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glBindVertexArray $ pdata ^. lightingWallShadShader . shaderVAO . vaoName
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glDrawArrays
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(_unPrimitiveMode $ pdata ^. lightingWallShadShader . shaderPrimitive)
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