Use DSA for renderbuffers
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@@ -29,12 +29,12 @@ makeShader ::
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-- | The input vertex sizes
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[Int] ->
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EPrimitiveMode ->
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IO FullShader'
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IO FullShader
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makeShader s shaderlist sizes pm = do
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prog <- makeSourcedShader s shaderlist
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vaob <- setupVAO sizes
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return $
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FullShader'
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FullShader
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{ _shadProg' = prog
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, _shadVAO' = vaob
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, _shadPrim' = pm
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@@ -49,11 +49,11 @@ makeByteStringShaderUsingVAO ::
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[(GLenum, BS.ByteString)] ->
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EPrimitiveMode ->
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VAO ->
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IO FullShader'
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IO FullShader
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makeByteStringShaderUsingVAO s shaderlist pm vao = do
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prog <- makeShaderProgram s shaderlist
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return $
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FullShader'
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FullShader
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{ _shadProg' = prog
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, _shadVAO' = vao
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, _shadPrim' = pm
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@@ -69,11 +69,11 @@ makeShaderUsingVAO ::
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[GLenum] ->
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EPrimitiveMode ->
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VAO ->
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IO FullShader'
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IO FullShader
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makeShaderUsingVAO s shaderlist pm theVAO = do
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prog <- makeSourcedShader s shaderlist
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return $
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FullShader'
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FullShader
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{ _shadProg' = prog
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, _shadVAO' = theVAO
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, _shadPrim' = pm
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@@ -95,12 +95,12 @@ makeShaderSized ::
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-- | Number of vertexes that can be poked
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Int ->
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EPrimitiveMode ->
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IO FullShader'
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IO FullShader
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makeShaderSized s shaderlist sizes ndraw pm = do
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prog <- makeSourcedShader s shaderlist
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vaob <- setupVAOSized ndraw sizes
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return $
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FullShader'
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FullShader
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{ _shadProg' = prog
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, _shadVAO' = vaob
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, _shadPrim' = pm
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