Use DSA for renderbuffers
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+19
-19
@@ -12,25 +12,25 @@ import qualified Data.Vector.Mutable as MV
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import Control.Monad.Primitive
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data RenderData = RenderData
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{ _lightingWallShadShader :: FullShader'
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, _lightingLineShadowShader :: FullShader'
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, _positionalBlankShader :: FullShader'
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, _lightingCapShader :: FullShader'
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, _wallBlankShader :: FullShader'
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, _windowShader :: FullShader'
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, _wallTextureShader :: FullShader'
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, _textureArrayShader :: FullShader'
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, _fullscreenShader :: FullShader'
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, _lightingTextureShader :: FullShader'
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--, _fullscreenAlphaHalveShader :: FullShader'
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, _bloomBlurShader :: FullShader'
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, _colorBlurShader :: FullShader'
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, _barrelShader :: FullShader'
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, _grayscaleShader :: FullShader'
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, _shapeShader :: FullShader'
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{ _lightingWallShadShader :: FullShader
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, _lightingLineShadowShader :: FullShader
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, _positionalBlankShader :: FullShader
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, _lightingCapShader :: FullShader
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, _wallBlankShader :: FullShader
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, _windowShader :: FullShader
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, _wallTextureShader :: FullShader
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, _textureArrayShader :: FullShader
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, _fullscreenShader :: FullShader
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, _lightingTextureShader :: FullShader
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--, _fullscreenAlphaHalveShader :: FullShader
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, _bloomBlurShader :: FullShader
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, _colorBlurShader :: FullShader
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, _barrelShader :: FullShader
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, _grayscaleShader :: FullShader
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, _shapeShader :: FullShader
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, _shapeEBO :: EBO
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, _silhouetteEBO :: EBO
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, _pictureShaders :: MV.MVector (PrimState IO) FullShader'
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, _pictureShaders :: MV.MVector (PrimState IO) FullShader
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, _fbo2 :: (FramebufferObject, TextureObject)
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, _fbo3 :: (FramebufferObject, TextureObject)
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, _fboHalf1 :: (FramebufferObject, TextureObject)
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@@ -41,11 +41,11 @@ data RenderData = RenderData
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, _fboBloom :: (FramebufferObject, TextureObject)
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, _fboColor :: (FramebufferObject, TextureObject)
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, _fboPos :: (FramebufferObject, TextureObject)
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, _rboBaseBloom :: RenderbufferObject
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, _rboBaseBloom :: GLuint -- RenderbufferObject id
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, _fboLighting :: (FramebufferObject, TextureObject)
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, _fboLightingHigh :: (FramebufferObject, TextureObject)
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, _fboShadow :: (FramebufferObject, (TextureObject,TextureObject))
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, _matUBO :: GLuint
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, _matUBO :: GLuint -- BufferObject id
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}
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makeLenses ''RenderData
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