Commit before attempting to change cloud shading
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@@ -241,7 +241,10 @@ baseCaneShape :: Shape
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baseCaneShape = colorSH red $ upperPrismPoly 3 $ rectXH 15 1.5
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baseRifleShape :: Shape
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baseRifleShape = colorSH red $ upperPrismPoly 3 $ rectXH 25 2
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--baseRifleShape = colorSH red $ upperPrismPoly 3 $ rectXH 25 2
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--baseRifleShape = colorSH red . rotateSHq (V3 0 1 0) (pi/2) . upperCylinder 25 $ polyCirc 3 2
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--baseRifleShape = colorSH red $ xCylinder 4 2 25
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baseRifleShape = colorSH red $ xCylinder' 3 25
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addBullets :: Item -> Shape
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addBullets itm = fromMaybe mempty $ do
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@@ -409,13 +412,14 @@ flamerPic it =
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am = fractionLoadedAmmo2 it
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launcherPic :: Item -> SPic
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launcherPic _ =
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( colorSH cyan $
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prismPoly
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(map (+.+.+ V3 20 0 5) $ polyCircx 4 5)
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(map (+.+.+ V3 0 0 5) $ polyCircx 4 5)
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, mempty
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)
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launcherPic _ = noPic . colorSH cyan $ xCylinder' 5 20
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--launcherPic _ = noPic . colorSH cyan $ xCylinder 4 5 20
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-- ( colorSH cyan $
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-- prismPoly
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-- (map (+.+.+ V3 20 0 5) $ polyCircx 4 5)
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-- (map (+.+.+ V3 0 0 5) $ polyCircx 4 5)
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-- , mempty
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-- )
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baseRodShape :: Shape
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baseRodShape = colorSH orange $ upperPrismPoly 3 $ rectXH 20 2
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@@ -5,6 +5,7 @@ module Dodge.Render (
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--import qualified Data.Vector as V
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import Shader.Poke.Cloud
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import GLHelp
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import Control.Lens
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import Control.Monad
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@@ -95,6 +96,14 @@ doDrawing' win pdata u = do
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, (pdata ^. wallVBO, trueNWalls)
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]
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bufferPokedVBO (_vboShapes pdata) nShapeVs
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(nCloudVs,nCloudIs) <- foldM (pokeCloud (pdata ^. cloudVBO . vboPtr) (pdata ^. cloudEBO . eboPtr))
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(0,0) (w ^. cWorld . lWorld . clouds)
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bufferPokedVBO (pdata ^. cloudVBO) nCloudVs
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glNamedBufferSubData
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(_eboName $ _cloudEBO pdata)
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0
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(fromIntegral $ glushortSize * nCloudIs)
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(_eboPtr $ _cloudEBO pdata)
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glNamedBufferSubData
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(_eboName $ _shapeEBO pdata)
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0
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@@ -242,6 +251,13 @@ doDrawing' win pdata u = do
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0
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ptr
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renderLayer MidLayer shadV layerCounts
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-- glUseProgram (pdata ^. cloudShader . shaderUINT)
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-- glBindVertexArray $ pdata ^. cloudShader . shaderVAO . vaoName
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-- glDrawElements
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-- (pdata ^. cloudShader . shaderPrimitive)
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-- (fromIntegral nCloudIs)
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-- GL_UNSIGNED_SHORT
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-- nullPtr
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drawShader (_windowShader pdata) nWins
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-- when (_graphics_cloud_shadows cfig) $ do
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-- ----render transparency depths
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