Restablish line of sight
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+8
-3
@@ -75,6 +75,11 @@ doDrawing pdata w = do
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then renderTextureWalls pdata nWalls
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then renderTextureWalls pdata nWalls
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else renderBlankWalls pdata nWalls
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else renderBlankWalls pdata nWalls
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-- draw wall occlusions from your point of view
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drawShader (_lightingOccludeShader pdata) nWalls
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-- this might only work because the uniform has been correctly set
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-- elsewhere, beware
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renderFoldable shadV $ polysToPic $ foregroundPics w
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renderFoldable shadV $ polysToPic $ foregroundPics w
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layerCounts <- UMV.replicate (6*6) 0
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layerCounts <- UMV.replicate (6*6) 0
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@@ -100,7 +105,7 @@ doDrawing pdata w = do
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depthMask $= Enabled
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depthMask $= Enabled
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bindFramebuffer Framebuffer $= fst (_fboFourth1 pdata)
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bindFramebuffer Framebuffer $= fst (_fboFourth1 pdata)
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viewport $= (Position 0 0, Size 300 300)
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--viewport $= (Position 0 0, Size 300 300)
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depthFunc $= Just Always
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depthFunc $= Just Always
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textureBinding Texture2D $= Just (snd $ _fboBloom pdata)
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textureBinding Texture2D $= Just (snd $ _fboBloom pdata)
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blend $= Disabled
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blend $= Disabled
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@@ -110,8 +115,8 @@ doDrawing pdata w = do
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blend $= Enabled
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blend $= Enabled
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bindFramebuffer Framebuffer $= fst (_fboLighting pdata)
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bindFramebuffer Framebuffer $= fst (_fboLighting pdata)
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viewport $= (Position 0 0
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--viewport $= (Position 0 0
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, divideSize (w ^. config . shadow_resolution) $ Size (round $ fstV2 wins) (round $ sndV2 wins))
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-- , divideSize (w ^. config . shadow_resolution) $ Size (round $ fstV2 wins) (round $ sndV2 wins))
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createLightMap pdata lightPoints nWalls nSils nsurfVs
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createLightMap pdata lightPoints nWalls nSils nsurfVs
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--viewport $= (Position 0 0, Size (round $ fstV2 wins) (round $ sndV2 wins))
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--viewport $= (Position 0 0, Size (round $ fstV2 wins) (round $ sndV2 wins))
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colorMask $= Color4 Enabled Enabled Enabled Enabled
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colorMask $= Color4 Enabled Enabled Enabled Enabled
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