Work on distortions
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+5
-4
@@ -366,12 +366,13 @@ doDrawing' win pdata u = do
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glBindFramebuffer GL_FRAMEBUFFER 0
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glUseProgram (pdata ^. fullscreenShader)
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glDrawArrays GL_TRIANGLES 0 6
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(RadialDistortion (V2 a b) (V2 c d) (V2 e f) (V2 g h) _:_) -> do
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--(RadialDistortion (V2 a b) (V2 c d) (V2 e f) (V2 g h) _:_) -> do
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(RadialDistortion a b c d e f _:_) -> do
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glBindFramebuffer GL_FRAMEBUFFER (pdata ^. fbo2 . _1 . unFBO)
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pokeArray (pdata ^. barrelShader . _2 . vboPtr) [a, b, c, d, e, f, g, h]
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withArray [a, b, c, d, e, f, g] $
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-- pokeArray (pdata ^. barrelShader . _2 . vboPtr) [a, b, c, d, e, f, g, h]
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withArray [a, b, c, d, e, f] $
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glNamedBufferSubData (pdata ^. barrelShader . _2 . vboName) 0
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(6 * fromIntegral (sizeOf (0 :: Float)))
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(12 * fromIntegral (sizeOf (0 :: Float)))
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glBindTextureUnit 1 $ pdata ^. fboBase . _2 . _1 . unTO
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glUseProgram (pdata ^. barrelShader . _1)
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glDrawArrays GL_TRIANGLES 0 6
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