diff --git a/src/Data/Preload/Render.hs b/src/Data/Preload/Render.hs index b284647cd..b8c2134aa 100644 --- a/src/Data/Preload/Render.hs +++ b/src/Data/Preload/Render.hs @@ -28,7 +28,6 @@ data RenderData = RenderData , _wallBlankShader :: FullShader , _windowShader :: FullShader , _wallTextureShader :: FullShader --- , _textureArrayShader :: (FullShader,VBO) , _fullscreenShader :: FullShader , _bloomBlurShader :: FullShader , _colorBlurShader :: FullShader diff --git a/src/Dodge/Render.hs b/src/Dodge/Render.hs index b5ead8134..168b5f676 100644 --- a/src/Dodge/Render.hs +++ b/src/Dodge/Render.hs @@ -206,11 +206,10 @@ doDrawing' win pdata u = do glColorMask GL_TRUE GL_TRUE GL_TRUE GL_TRUE --apply lightmap to base buffer glBindFramebuffer GL_FRAMEBUFFER (pdata ^. fboBase . _1 . unFBO) - glBindTexture GL_TEXTURE_2D (pdata ^. fboLighting . _2 . unTO) + glBindTextureUnit 0 (pdata ^. fboLighting . _2 . unTO) glEnable GL_BLEND glBlendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR drawShader (_fullscreenShader pdata) 4 - --drawShader (fst $ _fullscreenShader pdata) 4 with GL_COLOR_ATTACHMENT0 $ \ptr -> glInvalidateNamedFramebufferData (pdata ^. fboLighting . _1 . unFBO) diff --git a/src/Preload/Render.hs b/src/Preload/Render.hs index e5d872d2c..68ca8ad76 100644 --- a/src/Preload/Render.hs +++ b/src/Preload/Render.hs @@ -17,7 +17,6 @@ import qualified Data.Vector.Mutable as MV import Foreign import Framebuffer.Setup import Shader -import Shader.Bind import Shader.Compile import Shader.Data import Shader.Parameters @@ -145,14 +144,7 @@ preloadRender = do ptr 0 screentexturevao <- setupVAOvbo' [2,2] 4 screentexturevbo - --- fsShad <- makeShaderSized "texture/simple" [vert, frag] [2, 2] 4 ETriangleStrip --- -- note we directly poke the shader vertex data here --- -- could possibly use an indirect draw call --- pokeArray (shadVBOptr fsShad) $ concat cornerList - fsShad <- makeShaderUsingVAO "texture/simple" [vert, frag] ETriangleStrip screentexturevao - bloomBlurShad <- makeShaderUsingVAO "texture/bloomBlur" [vert, frag] ETriangleStrip screentexturevao colorBlurShad <- makeShaderUsingVAO "texture/colorBlur" [vert, frag] ETriangleStrip screentexturevao grayscaleShad <- makeShaderUsingVAO "texture/grayscale" [vert, frag] ETriangleStrip screentexturevao