Use DSA for renderbuffers
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+3
-3
@@ -145,7 +145,7 @@ createLightMap pdata lightPoints nWalls nSils nCaps drawObjShads toPos drawCPUSh
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pingPongBetween ::
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(FramebufferObject, TextureObject) ->
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(FramebufferObject, TextureObject) ->
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FullShader' ->
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FullShader ->
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IO ()
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pingPongBetween (fb1, to1) (fb2, to2) fs = do
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bindFramebuffer Framebuffer $= fb2
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@@ -156,7 +156,7 @@ pingPongBetween (fb1, to1) (fb2, to2) fs = do
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drawShader fs 4
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renderFoldable ::
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MV.MVector (PrimState IO) FullShader' ->
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MV.MVector (PrimState IO) FullShader ->
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Picture ->
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IO ()
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renderFoldable shadV struct = do
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@@ -167,7 +167,7 @@ renderFoldable shadV struct = do
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------------------------------end renderFoldable
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renderLayer ::
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Layer ->
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MV.MVector (PrimState IO) FullShader' ->
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MV.MVector (PrimState IO) FullShader ->
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UMV.MVector (PrimState IO) Int ->
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IO ()
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renderLayer layer shads counts = do
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