Cleanup, start to add creature silhouettes

This commit is contained in:
2021-09-02 11:06:04 +01:00
parent 02193add68
commit 9d2f42dbc9
16 changed files with 142 additions and 94 deletions
+23 -23
View File
@@ -30,11 +30,11 @@ makeShader s shaderlist sizes pm = do
prog <- makeSourcedShader s shaderlist
vaob <- setupVAO sizes
return $ FullShader
{ _shaderProgram = prog
, _shaderVAO = vaob
, _shaderDrawPrimitive = pm
, _shaderTexture = Nothing
, _shaderCustomUnis = []
{ _shadProg = prog
, _shadVAO = vaob
, _shadPrim = pm
, _shadTex = Nothing
, _shadUnis = []
}
makeByteStringShader
:: String -- ^ (Arbitrary) name of the shader
@@ -46,11 +46,11 @@ makeByteStringShader s shaderlist sizes pm = do
prog <- makeShaderProgram s shaderlist
vaob <- setupVAO sizes
return $ FullShader
{ _shaderProgram = prog
, _shaderVAO = vaob
, _shaderDrawPrimitive = pm
, _shaderTexture = Nothing
, _shaderCustomUnis = []
{ _shadProg = prog
, _shadVAO = vaob
, _shadPrim = pm
, _shadTex = Nothing
, _shadUnis = []
}
makeByteStringShaderUsingVAO
:: String -- ^ (Arbitrary) name of the shader
@@ -61,10 +61,10 @@ makeByteStringShaderUsingVAO
makeByteStringShaderUsingVAO s shaderlist pm fs = do
prog <- makeShaderProgram s shaderlist
return $ fs
{ _shaderProgram = prog
, _shaderDrawPrimitive = pm
, _shaderTexture = Nothing
, _shaderCustomUnis = []
{ _shadProg = prog
, _shadPrim = pm
, _shadTex = Nothing
, _shadUnis = []
}
-- | Takes the VAO from another shader
@@ -77,10 +77,10 @@ makeShaderUsingShaderVAO
makeShaderUsingShaderVAO s shaderlist pm fs = do
prog <- makeSourcedShader s shaderlist
return $ fs
{ _shaderProgram = prog
, _shaderDrawPrimitive = pm
, _shaderTexture = Nothing
, _shaderCustomUnis = []
{ _shadProg = prog
, _shadPrim = pm
, _shadTex = Nothing
, _shadUnis = []
}
{- |
Compiles a full shader found within the shader directory.
@@ -97,11 +97,11 @@ makeShaderSized s shaderlist sizes ndraw pm = do
prog <- makeSourcedShader s shaderlist
vaob <- setupVAOSized sizes ndraw
return $ FullShader
{ _shaderProgram = prog
, _shaderVAO = vaob
, _shaderDrawPrimitive = pm
, _shaderTexture = Nothing
, _shaderCustomUnis = []
{ _shadProg = prog
, _shadVAO = vaob
, _shadPrim = pm
, _shadTex = Nothing
, _shadUnis = []
}
-- | Compile shader and get its uniform locations.