Cleanup shaders
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+8
-6
@@ -242,9 +242,10 @@ doDrawing' win pdata u = do
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-- withArray [0, 0, 0, 0] $
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-- glClearNamedFramebufferfv (pdata ^. fboHalf2 . _1 . unFBO) GL_COLOR 0
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-- glBlendFunc GL_ONE GL_ONE_MINUS_SRC_ALPHA
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drawShader (_bloomBlurShader pdata) 4
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glUseProgram (_bloomBlurShader pdata)
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glDrawArrays GL_TRIANGLES 0 6
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when (cfig ^. gr_bloom) $ do
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replicateM_ 2 $
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replicateM_ 1 $
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pingPongBetween
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(_fboHalf1 pdata)
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(_fboHalf2 pdata)
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@@ -317,8 +318,7 @@ doDrawing' win pdata u = do
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ptr
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glBindTextureUnit 0 (pdata ^. fboCloud . _2 . _2 . unTO)
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glDepthMask GL_FALSE
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-- drawShader (pdata ^. alphaDivideShader) 4
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glUseProgram (pdata ^. alphaDivideShader . shaderUINT)
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glUseProgram (pdata ^. alphaDivideShader)
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glDrawArrays GL_TRIANGLES 0 6
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----draw lightmap for cloud buffer
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glDepthMask GL_TRUE
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@@ -370,7 +370,6 @@ doDrawing' win pdata u = do
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glBlendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
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-- bind base buffer for drawing clouds and bloom
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--glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboBase pdata)))
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glBindFramebuffer GL_FRAMEBUFFER (pdata ^. fboBase . _1 . unFBO)
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-- --draw shadowed clouds onto base buffer
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@@ -385,7 +384,10 @@ doDrawing' win pdata u = do
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glBindTextureUnit 2 (pdata ^. fboCloud . _2 . _1 . unTO)
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--glBindTextureUnit 3 (pdata ^. fboCloud . _2 . _2 . unTO)
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glBindTextureUnit 3 (pdata ^. fboPos . _2 . unTO)
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drawShader (_transparencyCompShader pdata) 4
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--drawShader (_transparencyCompShader pdata) 4
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glUseProgram (pdata ^. transparencyCompShader)
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glDrawArrays GL_TRIANGLES 0 6
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--Draw blurred bloom onto base buffer
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glEnable GL_BLEND
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