Remove BloomNoZWrite layer
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+3
-2
@@ -174,6 +174,7 @@ doDrawing' win pdata u = do
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glBlendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR
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glUseProgram (pdata ^. fullscreenShader)
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glDrawArrays GL_TRIANGLES 0 6
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-- no longer need lighting texture
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with GL_COLOR_ATTACHMENT0 $
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glInvalidateNamedFramebufferData (pdata ^. fboLighting . _1 . unFBO) 1
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--draw bloom onto bloom buffer
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@@ -184,8 +185,8 @@ doDrawing' win pdata u = do
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--glBlendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
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--glBlendFunc GL_ONE GL_ONE_MINUS_SRC_ALPHA
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glBlendFunc GL_ONE GL_ONE
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glDepthMask GL_FALSE
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renderLayer BloomNoZWrite shadV pokeCounts
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-- glDepthMask GL_FALSE
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-- renderLayer BloomNoZWrite shadV pokeCounts
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glDepthMask GL_TRUE
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renderLayer BloomLayer shadV pokeCounts
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-- draw clouds to block bloom particles, transparency blocks some alpha
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