Remove unused shader code
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+2
-6
@@ -1,5 +1,4 @@
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module Shader (
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freeShaderPointers',
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drawShaderLay,
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shadVBOptr,
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drawShader,
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@@ -18,7 +17,7 @@ drawShaderLay :: Int -> UMV.MVector (PrimState IO) Int -> Int -> (Shader, VBO) -
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drawShaderLay l countsVector shadIn fs = do
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i <- UMV.read countsVector shadIn
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glUseProgram (_shaderUINT $ fst fs)
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glBindVertexArray $ fs ^. _1 . shaderVAO . vaoName
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glBindVertexArray $ fs ^. _1 . shaderVAO . unVAO
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glDrawArrays
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(_unPrimitiveMode $ _shaderPrimitive $ fst fs)
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(fromIntegral $ l * numSubElements)
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@@ -28,15 +27,12 @@ drawShader :: Shader -> Int -> IO ()
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{-# INLINE drawShader #-}
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drawShader fs i = do
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glUseProgram (_shaderUINT fs)
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glBindVertexArray $ fs ^. shaderVAO . vaoName
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glBindVertexArray $ fs ^. shaderVAO . unVAO
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glDrawArrays
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(_unPrimitiveMode $ _shaderPrimitive fs)
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0
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(fromIntegral i)
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freeShaderPointers' :: (Shader, VBO) -> IO ()
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freeShaderPointers' = free . _vboPtr . snd
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shadVBOptr :: (Shader, VBO) -> Ptr Float
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{-# INLINE shadVBOptr #-}
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shadVBOptr = _vboPtr . snd
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