Fix arc rendering bug (make vertex attribs correct size)
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+1
-1
@@ -546,7 +546,7 @@ deadEndRoom = Room
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]
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, _rmLinks = lnks
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, _rmPath = []
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, _rmPS = []
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, _rmPS = [PS (0,-10) 0 basicLS]
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, _rmBound = rectNSWE 20 (-20) (-30) 30
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}
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where lnks = [((0,30) ,0)
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@@ -2194,15 +2194,15 @@ flameShield = basicEquipment
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}
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frontArmour = basicEquipment
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{ _itIdentity = FrontArmour
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, _itName = "FRONTARMOUR"
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, _itName = "FARMOUR"
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, _itMaxStack = 1
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, _itAmount = 1
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, _itFloorPict = onLayer FlItLayer $ translate 0 (-5)
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$ pictures [color (greyN 0.1) $ thickArc 0 (pi/2) 10 5
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$ pictures [color (greyN 0.1) $ thickArc 0 (pi/2) 10 5
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,color (greyN 0.1) $ thickArc (3*pi/2) (2*pi) 10 5
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]
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, _itEquipPict = (\cr _ -> onLayer CrLayer
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$ pictures [color (greyN 0.1) $ thickArc 0 (pi/2) 10 5
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$ pictures [color (greyN 0.1) $ thickArc 0 (pi/2) 10 5
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,color (greyN 0.1) $ thickArc (3*pi/2) (2*pi) 10 5
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]
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)
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+55
-50
@@ -1,6 +1,10 @@
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{-# LANGUAGE TemplateHaskell #-}
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--{-# LANGUAGE Strict #-}
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module Picture.Preload
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( RenderData (..)
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, preloadRender
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, cleanUpRenderPreload
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)
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where
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import Picture.Data
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@@ -25,6 +29,57 @@ data RenderData = RenderData
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makeLenses ''RenderData
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preloadRender :: IO RenderData
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preloadRender = do
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-- compile shader programs
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lsShad <- makeShader "lightmapCircle" [vert,geom,frag] [(0,4)] Points (return . return . flat4)
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-- fcs <- makeSourcedShader "lightmapCircle" [VertexShader,GeometryShader,FragmentShader]
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bgShad <- makeTextureShader "background" [vert,geom,frag] [(0,4),(1,2)] Points pokeBGStrat
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"data/texture/smudgedDirt.png"
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wsShad <- makeShaderCustomUnis "wallShadow" [vert,geom,frag] [(0,4),(1,4)] Points pokeWPStrat
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["lightPos"]
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bslist <- makeShader "basic" [vert,frag] [(0,3),(1,4)] Triangles pokeTriStrat
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lslist <- makeShader "basic" [vert,frag] [(0,3),(1,4)] Lines pokeLineStrat
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aslist <- makeShader "arc" [vert,geom,frag] [(0,3),(1,4),(2,4)] Points pokeArcStrat
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eslist <- makeShader "ellipse" [vert,geom,frag] [(0,3),(1,4)] Triangles pokeEllStrat
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cslist <- makeTextureShader "character" [vert,geom,frag]
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[(0,3),(1,4),(2,3)] Points pokeCharStrat
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"data/texture/charMap.png"
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--the following vbo is set up to contain one fixed vertex
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dummyvbo <- genObjectName
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dummyptr <- mallocArray numDrawableElements
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pokeArray dummyptr [0..2000]
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bindBuffer ArrayBuffer $= Just dummyvbo
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bufferData ArrayBuffer $= (fromIntegral floatSize, dummyptr, StaticDraw)
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-- input a list of (attribute location, attrib length) pairs
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-- these will have buffers and pointers created
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backgroundvao <- setupVAO [(0,4),(1,2)]
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return $ RenderData
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{ _listShaders = [bslist,lslist,cslist,aslist,eslist]
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, _dummyVBO = dummyvbo
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, _dummyPtr = dummyptr
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, _lightSourceShader = lsShad
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, _wallShadowShader = wsShad
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, _backgroundShader = bgShad
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}
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--------------------end preloadRender
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cleanUpRenderPreload :: RenderData -> IO ()
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cleanUpRenderPreload pd = do
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mapM_ freeShaderPointers $ _listShaders pd
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freeShaderPointers $ _lightSourceShader pd
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freeShaderPointers $ _wallShadowShader pd
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freeShaderPointers $ _backgroundShader pd
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free $ _dummyPtr pd
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{-# INLINE pokeTriStrat #-}
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pokeTriStrat (RenderPoly vs) = fmap (\((x,y,z),(r,g,b,a)) -> [[x,y,z],[r,g,b,a]]) vs
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pokeTriStrat _ = []
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@@ -53,53 +108,3 @@ pokeWPStrat ((x,y),(z,w),(a,b),(c,d)) = [[[x,y,z,w],[a,b,c,d]]]
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pokeBGStrat :: a -> [[[Float]]]
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pokeBGStrat = const []
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preloadRender :: IO RenderData
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preloadRender = do
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-- compile shader programs
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lsShad <- makeShader "lightmapCircle" [vert,geom,frag] [(0,4)] Points (return . return . flat4)
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-- fcs <- makeSourcedShader "lightmapCircle" [VertexShader,GeometryShader,FragmentShader]
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bgShad <- makeTextureShader "background" [vert,geom,frag] [(0,4),(1,2)] Points pokeBGStrat
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"data/texture/smudgedDirt.png"
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wsShad <- makeShaderCustomUnis "wallShadow" [vert,geom,frag] [(0,4),(1,4)] Points pokeWPStrat
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["lightPos"]
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bslist <- makeShader "basic" [vert,frag] [(0,3),(1,4)] Triangles pokeTriStrat
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lslist <- makeShader "basic" [vert,frag] [(0,3),(1,4)] Lines pokeLineStrat
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aslist <- makeShader "arc" [vert,geom,frag] [(0,3),(1,4),(2,3)] Points pokeArcStrat
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eslist <- makeShader "ellipse" [vert,geom,frag] [(0,3),(1,4)] Triangles pokeEllStrat
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cslist <- makeTextureShader "character" [vert,geom,frag]
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[(0,3),(1,4),(2,3)] Points pokeCharStrat
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"data/texture/charMap.png"
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--the following vbo is set up to contain one fixed vertex
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dummyvbo <- genObjectName
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dummyptr <- mallocArray numDrawableElements
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pokeArray dummyptr [0..2000]
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bindBuffer ArrayBuffer $= Just dummyvbo
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bufferData ArrayBuffer $= (fromIntegral floatSize, dummyptr, StaticDraw)
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-- input a list of (attribute location, attrib length) pairs
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-- these will have buffers and pointers created
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backgroundvao <- setupVAO [(0,4),(1,2)]
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return $ RenderData
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{ _listShaders = [bslist,lslist,cslist,aslist,eslist]
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, _dummyVBO = dummyvbo
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, _dummyPtr = dummyptr
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, _lightSourceShader = lsShad
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, _wallShadowShader = wsShad
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, _backgroundShader = bgShad
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}
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vaoPointers :: VAO -> [Ptr Float]
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vaoPointers = (\(_,ps,_) -> ps) . unzip3 . _vaoBufferTargets
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cleanUpRenderPreload :: RenderData -> IO ()
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cleanUpRenderPreload pd = do
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mapM_ freeShaderPointers $ _listShaders pd
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freeShaderPointers $ _lightSourceShader pd
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freeShaderPointers $ _wallShadowShader pd
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freeShaderPointers $ _backgroundShader pd
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free $ _dummyPtr pd
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@@ -57,14 +57,6 @@ polyToTris :: [s] -> [s]
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polyToTris (a:b:c:as) = a : intercalate [a] (zipWith (\x y->[x,y]) (init (b:c:as)) (c:as))
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polyToTris _ = []
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tripFirst :: (a -> a') -> (a,b,c) -> (a',b,c)
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{-# INLINE tripFirst #-}
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tripFirst f (x,y,z) = (f x,y,z)
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tripSecond :: (b -> b') -> (a,b,c) -> (a,b',c)
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{-# INLINE tripSecond #-}
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tripSecond f (x,y,z) = (x,f y,z)
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scaleT :: (Float,Float) -> (Point3,Point4,Point3) -> (Point3,Point4,Point3)
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{-# INLINE scaleT #-}
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scaleT (x,y) (a,b,(o,s,t)) = (a,b,(o,s*x,t*y))
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@@ -95,24 +87,6 @@ overSca :: (Point2 -> Point2) -> RenderType -> RenderType
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overSca f (RenderText vs) = RenderText $ map (scaleT (f (1,1))) vs
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overSca f p = p
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scaleRen,translateRen :: Float -> Float -> RenderType -> RenderType
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{-# INLINE scaleRen #-}
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scaleRen x y (RenderText vs) = overPos (scale3 x y) $ RenderText $ map (scaleT (x,y)) vs
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scaleRen x y rt = overPos (scale3 x y) rt
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{-# INLINE translateRen #-}
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translateRen x y = overPos $ translate3 x y
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rotateRen,setDepthRen :: Float -> RenderType -> RenderType
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{-# INLINE rotateRen #-}
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rotateRen a (RenderArc (p,c,(as,ae,r,w))) = overPos (rotate3 a) $ RenderArc (p,c,(f as,f ae,r,w))
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--where f b = normalizeAngle $ a + b
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where f b = a + b
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rotateRen a pic = overPos (rotate3 a) pic
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{-# INLINE setDepthRen #-}
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setDepthRen d = overPos $ \(x,y,_) -> (x,y,-d)
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{-# INLINE colorRen #-}
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colorRen :: RGBA -> RenderType -> RenderType
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colorRen c = overCol $ const c
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stringToList :: String -> [(Point3,Point4,Point3)]
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{-# INLINE stringToList #-}
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stringToList s = zipWith (\x (a,b,c) -> (translate3 x 0 a,b,c))
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