Add normal maps to the floor
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@@ -5,6 +5,7 @@ module Preload.Render (
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cleanUpRenderPreload,
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) where
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import Shader.AuxAddition
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import Shape.Data
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import Geometry.Data
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import MatrixHelper
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@@ -16,7 +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.AuxAddition
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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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@@ -145,9 +145,6 @@ preloadRender = do
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>>= _1 (vaddTextureNoFilter "data/texture/charMap.png")
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-- this should really be a 2d texture array
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basicTweakZShad <- makeShader "dualTwoD/basicTweakZ" [vert, frag] [4, 4] ETriangles
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-- fullscreen shaders
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--fullscreenAlphaHalveShad <- makeShaderSized "fullscreen/alphaHalve" [vert,frag] [2] 4 ETriangleStrip
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--pokeArray (shadVBOptr fullscreenAlphaHalveShad) $ concat cornerListNoCoord
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-- texture shaders, no textures attached
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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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@@ -212,6 +209,8 @@ preloadRender = do
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, eslist
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]
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initializeGLState
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tonormalmap <- initTexture 3 GL_LINEAR_MIPMAP_LINEAR GL_LINEAR "data/normalMaps/verticalRidge.png"
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return $
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RenderData
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{ _pictureShaders = shadV
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@@ -255,6 +254,7 @@ preloadRender = do
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, _vboWalls = wpVBO
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, _vboWindows = winVBO
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, _vboShapes = shVBO
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, _toNormalMaps = tonormalmap
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}
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--------------------end preloadRender
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