Remove Maybe from custom unis
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+10
-11
@@ -22,7 +22,6 @@ import Foreign hiding (rotate)
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import Graphics.Rendering.OpenGL hiding (Line,translate,scale,imageHeight,Polygon,Color,T)
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--import Data.Foldable
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import Data.Tuple.Extra
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import Data.Maybe (fromJust)
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--import qualified Data.IntMap.Strict as IM
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import qualified SDL
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@@ -39,11 +38,11 @@ setWallDepth pdata wallPoints (viewFromx,viewFromy) pmat = do
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bindShaderBuffers [_lightingOccludeShader pdata] [nWalls]
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currentProgram $= Just (_shaderProgram $ _lightingOccludeShader pdata)
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uniform (head $ fromJust $ _shaderCustomUnis $ _lightingOccludeShader pdata)
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uniform (head $ _shaderCustomUnis $ _lightingOccludeShader pdata)
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$= Vector2 viewFromx viewFromy
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uniform ( fromJust (_shaderCustomUnis $ _lightingOccludeShader pdata) !! 1)
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uniform ( (_shaderCustomUnis $ _lightingOccludeShader pdata) !! 1)
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$= pmat
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uniform ( fromJust (_shaderCustomUnis $ _lightingOccludeShader pdata) !! 2)
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uniform ( (_shaderCustomUnis $ _lightingOccludeShader pdata) !! 2)
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$= (0 :: Float)
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-- cullFace $= Just Front
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drawShader (_lightingOccludeShader pdata) nWalls
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@@ -82,7 +81,7 @@ createLightMap pdata resDiv wallPoints lightPoints (viewFromx,viewFromy) pmat _
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bindShaderBuffers [_lightingOccludeShader pdata] [nWalls]
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-- set uniforms for shader that draws lights
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currentProgram $= Just (_shaderProgram $ _lightingWallShader pdata)
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uniform ( fromJust (_shaderCustomUnis $ _lightingWallShader pdata) !! 1)
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uniform ( (_shaderCustomUnis $ _lightingWallShader pdata) !! 1)
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$= pmat
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-- clear buffer to full alpha and furthest depth
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clearColor $= Color4 0 0 0 1
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@@ -92,11 +91,11 @@ createLightMap pdata resDiv wallPoints lightPoints (viewFromx,viewFromy) pmat _
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-- draw walls from your point of view in order to set z buffer
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colorMask $= Color4 Disabled Disabled Disabled Disabled
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currentProgram $= Just (_shaderProgram $ _lightingOccludeShader pdata)
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uniform (head $ fromJust $ _shaderCustomUnis $ _lightingOccludeShader pdata)
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uniform (head $ _shaderCustomUnis $ _lightingOccludeShader pdata)
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$= Vector2 viewFromx viewFromy
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uniform ( fromJust (_shaderCustomUnis $ _lightingOccludeShader pdata) !! 1)
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uniform ( (_shaderCustomUnis $ _lightingOccludeShader pdata) !! 1)
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$= pmat
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uniform ( fromJust (_shaderCustomUnis $ _lightingOccludeShader pdata) !! 2)
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uniform ( (_shaderCustomUnis $ _lightingOccludeShader pdata) !! 2)
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$= (0 :: Float)
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cullFace $= Just Back
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drawShader (_lightingOccludeShader pdata) nWalls
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@@ -127,7 +126,7 @@ createLightMap pdata resDiv wallPoints lightPoints (viewFromx,viewFromy) pmat _
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stencilOp $= (OpKeep,OpKeep,OpIncr)
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stencilFunc $= (Always, 0, 255)
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currentProgram $= Just (_shaderProgram $ _lightingOccludeShader pdata)
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uniform (head $ fromJust $ _shaderCustomUnis $ _lightingOccludeShader pdata)
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uniform (head $ _shaderCustomUnis $ _lightingOccludeShader pdata)
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$= Vector2 x y
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drawShader (_lightingOccludeShader pdata) nWalls
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cullFace $= Just Front
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@@ -141,9 +140,9 @@ createLightMap pdata resDiv wallPoints lightPoints (viewFromx,viewFromy) pmat _
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drawShader (_lightingFloorShader pdata) 1
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-- draw wall light "circles"
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currentProgram $= Just (_shaderProgram $ _lightingWallShader pdata)
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uniform (head $ fromJust $ _shaderCustomUnis $ _lightingWallShader pdata)
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uniform (head $ _shaderCustomUnis $ _lightingWallShader pdata)
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$= Vector2 x y
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uniform (fromJust (_shaderCustomUnis $ _lightingWallShader pdata) !! 2)
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uniform ((_shaderCustomUnis $ _lightingWallShader pdata) !! 2)
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$= Vector2 r lum
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drawShader (_lightingWallShader pdata) nWallLights
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cullFace $= Nothing
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