Vertex pull fullscreen lighting texture shader
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+1
-7
@@ -201,13 +201,7 @@ renderShadows shadrendertype nWalls nSils nCaps positiontexture normaltexture li
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glColorMask GL_TRUE GL_TRUE GL_TRUE GL_FALSE
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glStencilFunc GL_EQUAL 0 255
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glUseProgram (ltextShad ^. shaderUINT)
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glUniform3f 0 x y z
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glUniform4f 1 r g b rad
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glBindVertexArray $ ltextShad ^. shaderVAO . vaoName
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glDrawArrays
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(_unPrimitiveMode (_shaderPrimitive ltextShad))
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0
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(fromIntegral (4 :: Int))
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glDrawArrays GL_TRIANGLES 0 6
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--cleanup: may not be necessary, depending on what comes after...
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-- glDisable GL_STENCIL_TEST
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-- glDisable GL_SCISSOR_TEST
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