First pass at using UBO
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@@ -38,10 +38,6 @@ setWallDepth pdata wallPoints (viewFromx,viewFromy) = do
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-- reseting this uniform appears to be necessary
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uniform (head $ _shaderCustomUnis $ _lightingOccludeShader pdata)
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$= Vector2 viewFromx viewFromy
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-- the following uniform, however, was probably already set by
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-- createLightMap
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-- uniform ( (_shaderMatrixUniform $ _lightingOccludeShader pdata))
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-- $= pmat
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-- cullFace $= Just Front
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drawShader (_lightingOccludeShader pdata) nWalls
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colorMask $= Color4 Enabled Enabled Enabled Enabled
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@@ -76,10 +72,6 @@ createLightMap pdata resDiv wallPoints lightPoints (viewFromx,viewFromy) _ = do
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bindShaderBuffers [_lightingWallShader pdata] [nWallLights]
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nWalls <- F.foldM (pokeShader $ _lightingOccludeShader pdata) (map Render22 wallPoints)
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bindShaderBuffers [_lightingOccludeShader pdata] [nWalls]
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-- set uniforms for shader that draws lights
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-- currentProgram $= Just (_shaderProgram $ _lightingWallShader pdata)
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-- uniform (_shaderMatrixUniform $ _lightingWallShader pdata)
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-- $= pmat
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-- clear buffer to full alpha and furthest depth
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clearColor $= Color4 0 0 0 1
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clearDepth $= 1
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@@ -90,7 +82,6 @@ createLightMap pdata resDiv wallPoints lightPoints (viewFromx,viewFromy) _ = do
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currentProgram $= Just (_shaderProgram $ _lightingOccludeShader pdata)
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uniform (head $ _shaderCustomUnis $ _lightingOccludeShader pdata)
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$= Vector2 viewFromx viewFromy
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-- uniform (_shaderMatrixUniform $ _lightingOccludeShader pdata) $= pmat
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cullFace $= Just Back
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drawShader (_lightingOccludeShader pdata) nWalls
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