Play with upscaling filters
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@@ -44,6 +44,7 @@ doTestDrawing _ _ = do
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doDrawing' :: SDL.Window -> RenderData -> Universe -> IO ()
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doDrawing' win pdata u = do
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--sTicks <- SDL.ticks
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-- SDL.glSwapWindow win
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let w = _uvWorld u
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cfig = _uvConfig u
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(windowPoints, wallSPics, wallsToPoke) = wallsToDraw w
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@@ -370,6 +371,7 @@ doDrawing' win pdata u = do
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glBindFramebuffer GL_FRAMEBUFFER 0
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if (cfig ^. gr_upscale_filter) then do
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glUseProgram (pdata ^. textureAntiaShader)
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glGenerateTextureMipmap (pdata ^. fboBase . _2 . _1 . unTO)
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glUniform2f 0 (windowXFloat cfig) (windowYFloat cfig)
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else glUseProgram (pdata ^. fullscreenShader)
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--glDrawArrays GL_TRIANGLES 0 6
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