Commit before attempting to change cloud shading
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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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