Add wallFace shaders files
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@@ -0,0 +1,12 @@
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#version 430 core
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in vec2 tPos;
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in vec4 gColor;
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uniform sampler2D tex;
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out vec4 fColor;
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void main()
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{
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fColor = gColor * texture(tex,tPos);
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}
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@@ -0,0 +1,36 @@
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#version 430 core
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layout (points) in;
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layout (triangle_strip, max_vertices = 4) out;
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in vec4 vColor [];
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out vec4 gColor;
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out vec2 tPos;
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uniform mat4 perpMat;
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// consider using isLHS to check if the wall is facing the center
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float isLHS (vec2 startV, vec2 testV)
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{
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return sign( -startV.x * testV.y + startV.y * testV.x);
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}
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void main()
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{
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gColor = vColor[0];
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vec4 p1 = vec4 (gl_in[0].gl_Position.xy,0,1);
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vec4 p2 = vec4 (gl_in[0].gl_Position.zw,0,1);
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vec4 p3 = vec4 (p1.xy,-0.5,1);
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vec4 p4 = vec4 (p2.xy,-0.5,1);
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vec4 a1 = perpMat * p1;
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vec4 a2 = perpMat * p2;
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vec4 a3 = perpMat * p3;
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vec4 a4 = perpMat * p4;
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tPos = vec2 ( 1,-1) ; gl_Position = a1; EmitVertex();
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tPos = vec2 ( 1, 1) ; gl_Position = a3; EmitVertex();
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tPos = vec2 (-1,-1) ; gl_Position = a2; EmitVertex();
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tPos = vec2 (-1, 1) ; gl_Position = a4; EmitVertex();
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EndPrimitive();
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}
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@@ -0,0 +1,11 @@
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#version 430 core
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layout (location = 0) in vec4 poss;
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layout (location = 1) in vec4 color;
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out vec4 vColor;
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void main()
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{
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gl_Position = poss;
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vColor = color;
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}
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@@ -0,0 +1,11 @@
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#version 430 core
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layout (location = 0) in vec4 poss;
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layout (location = 1) in vec4 color;
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out vec4 vColor;
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void main()
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{
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gl_Position = poss;
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vColor = color;
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}
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@@ -53,8 +53,11 @@ renderPicture' :: RenderData -> Float -> Float -> (Float,Float) -> (Float,Float)
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(Float,Float) -> Picture -> IO (Word32,Word32)
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renderPicture' pdata rot zoom trans wins wallPoints lightPoints
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viewFroms pic = do
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startTicks <- SDL.ticks
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setCommonUniforms pdata rot zoom trans wins
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renderPicture pdata rot zoom trans wins wallPoints lightPoints viewFroms pic
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endTicks <- SDL.ticks
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return (startTicks, endTicks - startTicks)
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renderPicture :: RenderData -> Float -> Float -> (Float,Float) -> (Float,Float) ->
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[(Point2,Point2)] -> [Point4] ->
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