Continue refactoring shaders
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@@ -2,6 +2,9 @@
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{-# LANGUAGE DeriveFoldable, StandaloneDeriving #-}
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module Picture.Render
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where
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import Shader
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import Control.Lens
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import Control.Monad
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@@ -284,13 +287,6 @@ pokeLineVert pa pb n (p,c)
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pokeCirc :: ThreePtrs -> Int -> RenderType -> IO Int
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{-# INLINE pokeCirc #-}
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--pokeCirc (pa,pb,pc) n (RenderCirc (p,c,s))
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-- | n > 20000 * 2 = return n
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-- | otherwise = do
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-- pokeThreeOff pa n p
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-- pokeFourOff pb n c
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-- pokeElemOff pc n s
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-- return (n+1)
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pokeCirc _ n _ = return n
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pokeText :: (Ptr Float, Ptr Float, Ptr Float) -> Int -> RenderType -> IO Int
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@@ -342,7 +338,7 @@ threePtrsVAO :: VAO -> (Ptr Float, Ptr Float,Ptr Float)
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threePtrsVAO vao = case (\(_,ps,_) -> ps) $ unzip3 $ _vaoBufferTargets vao of
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(a:b:c:_) -> (a,b,c)
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setShaderUniforms :: Float -> Float -> Point2 -> Point2 -> [FullShader] -> IO ()
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setShaderUniforms :: Float -> Float -> Point2 -> Point2 -> [FullShader RenderType] -> IO ()
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setShaderUniforms rot zoom (tranx,trany) (winx,winy) fss = do
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let scalMat = Linear.Matrix.transpose $
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V4 (V4 (2*zoom/winx) 0 0 (0::GLfloat))
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