Clamp framebuffer textures to edges
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@@ -128,7 +128,7 @@ preloadRender = do
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bloomBlurShad <- makeSourcedShader "texture/bloomBlur" [vert, frag]
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lightingTextureShad <- makeSourcedShader "lighting/texture" [vert, frag]
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barrelShad <- makeShaderVBO "texture/barrel" [vert, geom, frag] (toFloatVAs [2, 2, 2, 1]) pmPoints
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-- blank wallShader
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putStrLn "Setup floor VBO, shader"
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flvbo <- mglCreate glCreateBuffers
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flptr <- mallocArray (8 * 65536)
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@@ -142,8 +142,7 @@ preloadRender = do
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chptr <- mallocArray (2 * 65536)
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let chasmvbo = VBO chvbo chptr (2 * floatSize)
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chasmshader <- makeSourcedShader "chasm" [vert]
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framebuf2 <- newTextureFramebuffer
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framebuf3 <- newTextureFramebuffer
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putStrLn "Setup framebuffers"
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rboBaseBloomName <- mglCreate glCreateRenderbuffers
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@@ -157,6 +156,9 @@ preloadRender = do
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fboPosName <- setupFramebufferGivenStencil rboBaseBloomName
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fboLightingName <- setupFramebufferGivenStencil rboBaseBloomName
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framebuf2 <- newTextureFramebuffer
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framebuf3 <- newTextureFramebuffer
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fboHalf1Name <- newTextureFramebuffer
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fboHalf2Name <- newTextureFramebuffer
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@@ -205,7 +207,6 @@ preloadRender = do
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, _winVBO = winvbo
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, _cloudVBO = cloudvbo
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, _cloudShader = cloudshader
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-- , _screenTextureVAO = screentexturevao
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, _dummyVAO = dummyvao
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}
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