Add in "linear" lWorld to separate time reversable worlds
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+6
-6
@@ -32,14 +32,14 @@ doDrawing pdata u = do
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sTicks <- SDL.ticks
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let w = _uvWorld u
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cfig = _uvConfig u
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rot = w ^. cWorld . cwCam . cwcRot
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camzoom = w ^. cWorld . cwCam . cwcZoom
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trans = w ^. cWorld . cwCam . cwcCenter
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rot = w ^. cWorld . lWorld . cwCam . cwcRot
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camzoom = w ^. cWorld . lWorld . cwCam . cwcZoom
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trans = w ^. cWorld . lWorld . cwCam . cwcCenter
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wins@(V2 winx winy) = V2 (_windowX cfig) (_windowY cfig)
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resFact = resFactorNum $ cfig ^. graphics_resolution_factor
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(wallPointsCol, windowPoints, wallSPics) = wallsToDraw w
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lightPoints = lightsToRender cfig w
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viewFroms@(V2 vfx vfy) = w ^. cWorld . cwCam . cwcViewFrom
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viewFroms@(V2 vfx vfy) = w ^. cWorld . lWorld . cwCam . cwcViewFrom
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viewFrom3d = Vector3 vfx vfy 20
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shadV = _pictureShaders pdata
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lwShad = _lightingWallShadShader pdata
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@@ -63,7 +63,7 @@ doDrawing pdata u = do
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(shadVBOptr $ _textureArrayShader pdata)
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wallPointsCol
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windowPoints
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(_floorTiles (_cWorld w))
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(w ^. cWorld . lWorld . floorTiles)
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)
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( pokeShape
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(_vboPtr $ _vaoVBO $ _shadVAO $ _shapeShader pdata)
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@@ -254,7 +254,7 @@ doDrawing pdata u = do
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depthFunc $= Just Always
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blendFunc $= (One, Zero)
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-- perform any radial distortion
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case _distortions (_cWorld w) of
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case w ^. cWorld . lWorld . distortions of
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[] -> do
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bindTO $ fst $ snd $ _fboBase pdata
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bindFramebuffer Framebuffer $= defaultFramebufferObject
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