Refactor shader loading
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+11
-11
@@ -117,13 +117,13 @@ preloadRender = do
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let silEBO = EBO {_ebo = silEBOname, _eboPtr = silEBOptr}
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shEdgeVAO = VAO { _vao = shEdgeVAOname, _vaoVBO = shVBO }
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-- lighting shaders
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wsShad <- makeShader "lighting/occlude" [vert,geom,frag] [4] EPoints
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lightingOccludeShad <- makeShaderUsingVAO "lighting/occlude" [vert,geom,frag] EPoints wpVAO
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>>= addUniforms ["lightPos"]
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lightingCapShad
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<- makeShader "lighting/cap" [vert,geom,frag] [3] ETriangles
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<- makeShaderUsingVAO "lighting/cap" [vert,geom,frag] ETriangles shPosVAO
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>>= addUniforms ["lightPos"]
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lightingLineShadowShad
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<- makeShader "lighting/lineShadow" [vert,geom,frag] [3] ELinesAdjacency
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<- makeShaderUsingVAO "lighting/lineShadow" [vert,geom,frag] ELinesAdjacency shEdgeVAO
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>>= addUniforms ["lightPos"]
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-- 2D draw shaders
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bslist <- makeShader "dualTwoD/basic" [vert,frag] [3,4] ETriangles
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@@ -150,9 +150,9 @@ preloadRender = do
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>>= addUniforms ["lightPos","lumRad"]
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barrelShad <- makeShader "texture/barrel" [vert,geom,frag] [2,2,2,1] EPoints
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-- blank wallShader
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wlBlank <- makeShader "wall/blank" [vert,geom,frag] [4,4] EPoints
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wallBlankShad <- makeShaderUsingVAO "wall/blank" [vert,geom,frag] EPoints wpColVAO
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-- textured wallShader
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wlTexture <- makeShader "wall/texture" [vert,geom,frag] [4,4] EPoints
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wallTextureShad <- makeShaderUsingVAO "wall/texture" [vert,geom,frag] EPoints wpColVAO
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>>= addTexture "data/texture/grayscaleDirt.png"
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---- texture array shader
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textArrayShad <- makeShader "texture/arrayPos" [vert,frag] [3,3] ETriangles
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@@ -200,12 +200,12 @@ preloadRender = do
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, _shapeShader = bslista {_shadVAO = shPosColVAO }
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, _shapeEBO = shEBO
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, _silhouetteEBO = silEBO
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, _lightingCapShader = lightingCapShad { _shadVAO = shPosVAO }
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, _lightingLineShadowShader = lightingLineShadowShad {_shadVAO = shEdgeVAO}
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, _lightingOccludeShader = wsShad {_shadVAO = wpVAO}
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, _wallBlankShader = wlBlank { _shadVAO = wpColVAO }
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, _wallTextureShader = wlTexture { _shadVAO = wpColVAO }
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, _windowShader = wlBlank { _shadVAO = winColVAO }
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, _lightingCapShader = lightingCapShad
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, _lightingLineShadowShader = lightingLineShadowShad
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, _lightingOccludeShader = lightingOccludeShad
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, _wallBlankShader = wallBlankShad
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, _wallTextureShader = wallTextureShad
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, _windowShader = wallBlankShad { _shadVAO = winColVAO }
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, _textureArrayShader = textArrayShad
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, _fullscreenShader = fsShad
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, _fullLightingShader = fullLightingShad
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