Tweak wall shadow geometry shader
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@@ -1,6 +1,6 @@
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#version 430 core
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#version 430 core
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layout (points) in;
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layout (points) in;
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layout (triangle_strip, max_vertices = 11) out;
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layout (triangle_strip, max_vertices = 8) out;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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uniform vec3 lightPos;
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uniform vec3 lightPos;
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@@ -15,7 +15,7 @@ import Dodge.Creature.Action
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import Geometry
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import Geometry
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import Picture
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import Picture
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import qualified IntMapHelp as IM
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import qualified IntMapHelp as IM
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import StrictHelp
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--import StrictHelp
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import Data.List
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import Data.List
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--import Data.Char
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--import Data.Char
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@@ -53,7 +53,6 @@ stateUpdate u cr w = case u (updateMovement cr) w of
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| otherwise = stopSoundFrom (CrWeaponSound (_crID cr))
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| otherwise = stopSoundFrom (CrWeaponSound (_crID cr))
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. over decorations addCorpse
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. over decorations addCorpse
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. dropByState cr
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. dropByState cr
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--crBeforeDeath = colCrWall w cr
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addCorpse = IM.insertNewKey
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addCorpse = IM.insertNewKey
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$ uncurryV translate (_crOldPos cr)
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$ uncurryV translate (_crOldPos cr)
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$ rotate (_crDir cr)
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$ rotate (_crDir cr)
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+1
-1
@@ -71,9 +71,9 @@ createLightMap pdata lightPoints nWalls nSils nsurfVs = do
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stencilOp $= (OpKeep,OpKeep,OpDecr)
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stencilOp $= (OpKeep,OpKeep,OpDecr)
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currentProgram $= Just (_shaderProgram $ _lightingOccludeShader pdata)
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currentProgram $= Just (_shaderProgram $ _lightingOccludeShader pdata)
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drawShader (_lightingOccludeShader pdata) nWalls
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drawShader (_lightingOccludeShader pdata) nWalls
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currentProgram $= Just (_shaderProgram $ _lightingLineShadowShader pdata)
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currentProgram $= Just (_shaderProgram $ _lightingLineShadowShader pdata)
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drawShader (_lightingLineShadowShader pdata) nSils
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drawShader (_lightingLineShadowShader pdata) nSils
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-- draw geometry surfaces
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-- draw geometry surfaces
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cullFace $= Just Back
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cullFace $= Just Back
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colorMask $= Color4 Disabled Disabled Disabled Enabled
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colorMask $= Color4 Disabled Disabled Disabled Enabled
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