Remove distortion framebuffer/graphic resolution option
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+13
-9
@@ -261,12 +261,11 @@ doDrawing' win pdata u = do
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glUseProgram (pdata ^. cloudShader)
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glDrawArrays GL_TRIANGLES 0 (fromIntegral nCloudVs * 6)
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glBindFramebuffer GL_FRAMEBUFFER (pdata ^. fboPos . _1 . unFBO)
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withArray [0, 0, 0, 0] $ \ptr ->
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withArray [0, 0, 0, 0] $
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glClearNamedFramebufferfv
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(pdata ^. fboPos . _1 . unFBO)
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GL_COLOR
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0
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ptr
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glBindTextureUnit 0 (pdata ^. fboCloud . _2 . _2 . unTO)
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glDepthMask GL_FALSE
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glUseProgram (pdata ^. alphaDivideShader)
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@@ -288,6 +287,11 @@ doDrawing' win pdata u = do
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(pdata ^. fboCloud . _2 . _3)
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lightPoints
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pdata
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-- no longer need cloud normals
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withArray [GL_COLOR_ATTACHMENT1] $
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glInvalidateNamedFramebufferData (pdata ^. fboCloud . _1 . unFBO) 1
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-- no longer need shape data
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glInvalidateBufferData (pdata ^. vboShapes . vboName)
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--draw windows into window textures
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glBindFramebuffer GL_FRAMEBUFFER (pdata ^. fboWindow . _1 . unFBO)
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glBindTextureUnit 3 (pdata ^. fboPos . _2 . unTO)
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@@ -306,12 +310,11 @@ doDrawing' win pdata u = do
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-- with all source alphas 0.25, alpha -> 0.5
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glBlendFunc GL_ONE_MINUS_DST_ALPHA GL_ONE_MINUS_SRC_ALPHA
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glUseProgram $ pdata ^. windowPullShader
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-- don't need cloud postions/normals any more
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-- don't need cloud postions any more
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withArray [GL_COLOR_ATTACHMENT0] $
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glInvalidateNamedFramebufferData (pdata ^. fboPos . _1 . unFBO) 1
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glDrawArrays GL_TRIANGLES 0 (fromIntegral nWins * 12)
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glDisable GL_DEPTH_CLAMP
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glInvalidateBufferData (pdata ^. vboShapes . vboName)
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--apply lightmap to cloud buffer
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glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboCloud pdata)))
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glDepthMask GL_FALSE
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@@ -356,7 +359,8 @@ doDrawing' win pdata u = do
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glDrawArrays GL_TRIANGLES 0 6
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rs' -> do
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let rs = take 15 rs'
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glBindFramebuffer GL_FRAMEBUFFER (pdata ^. fbo2 . _1 . unFBO)
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--glBindFramebuffer GL_FRAMEBUFFER (pdata ^. fbo2 . _1 . unFBO)
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glBindFramebuffer GL_FRAMEBUFFER 0
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withArray (concatMap rdToVec2s rs) $
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glNamedBufferSubData (pdata ^. barrelShader . _2 . vboName) 0
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(24 * fromIntegral (length rs * sizeOf (0 :: Float)))
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@@ -364,10 +368,10 @@ doDrawing' win pdata u = do
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glUseProgram (pdata ^. barrelShader . _1)
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glUniform1i 0 (fromIntegral (length rs))
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glDrawArrays GL_TRIANGLES 0 6
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glBindTextureUnit 0 $ pdata ^. fbo2 . _2 . unTO
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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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-- glBindTextureUnit 0 $ pdata ^. fbo2 . _2 . unTO
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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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glBlendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
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-- draw the overlay
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--glBindFramebuffer GL_FRAMEBUFFER (pdata ^. fboOverlay ._1 . unFBO)
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