Work on rendering
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@@ -28,7 +28,6 @@ data RenderData = RenderData
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, _wallBlankShader :: FullShader
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, _windowShader :: FullShader
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, _wallTextureShader :: FullShader
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-- , _textureArrayShader :: (FullShader,VBO)
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, _fullscreenShader :: FullShader
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, _bloomBlurShader :: FullShader
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, _colorBlurShader :: FullShader
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+1
-2
@@ -206,11 +206,10 @@ doDrawing' win pdata u = do
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glColorMask GL_TRUE GL_TRUE GL_TRUE GL_TRUE
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--apply lightmap to base buffer
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glBindFramebuffer GL_FRAMEBUFFER (pdata ^. fboBase . _1 . unFBO)
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glBindTexture GL_TEXTURE_2D (pdata ^. fboLighting . _2 . unTO)
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glBindTextureUnit 0 (pdata ^. fboLighting . _2 . unTO)
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glEnable GL_BLEND
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glBlendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR
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drawShader (_fullscreenShader pdata) 4
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--drawShader (fst $ _fullscreenShader pdata) 4
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with GL_COLOR_ATTACHMENT0 $ \ptr ->
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glInvalidateNamedFramebufferData
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(pdata ^. fboLighting . _1 . unFBO)
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@@ -17,7 +17,6 @@ import qualified Data.Vector.Mutable as MV
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import Foreign
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import Framebuffer.Setup
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import Shader
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import Shader.Bind
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import Shader.Compile
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import Shader.Data
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import Shader.Parameters
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@@ -145,14 +144,7 @@ preloadRender = do
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ptr
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0
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screentexturevao <- setupVAOvbo' [2,2] 4 screentexturevbo
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-- fsShad <- makeShaderSized "texture/simple" [vert, frag] [2, 2] 4 ETriangleStrip
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-- -- note we directly poke the shader vertex data here
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-- -- could possibly use an indirect draw call
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-- pokeArray (shadVBOptr fsShad) $ concat cornerList
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fsShad <- makeShaderUsingVAO "texture/simple" [vert, frag] ETriangleStrip screentexturevao
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bloomBlurShad <- makeShaderUsingVAO "texture/bloomBlur" [vert, frag] ETriangleStrip screentexturevao
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colorBlurShad <- makeShaderUsingVAO "texture/colorBlur" [vert, frag] ETriangleStrip screentexturevao
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grayscaleShad <- makeShaderUsingVAO "texture/grayscale" [vert, frag] ETriangleStrip screentexturevao
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