Remove bottom and mid layer pictures
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+3
-3
@@ -20,9 +20,9 @@ data Verx = Verx
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deriving (Eq, Ord, Show, Read) --Generic, Flat)
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deriving (Eq, Ord, Show, Read) --Generic, Flat)
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data Layer
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data Layer
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= BottomLayer
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-- = BottomLayer
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| MidLayer
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-- | MidLayer
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| BloomLayer
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= BloomLayer
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| BloomNoZWrite
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| BloomNoZWrite
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| DebugLayer
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| DebugLayer
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| FixedCoordLayer
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| FixedCoordLayer
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+4
-2
@@ -4,6 +4,7 @@ module Shader.Bind (
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bufferEBO,
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bufferEBO,
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) where
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) where
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import Picture.Data
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import Control.Lens
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import Control.Lens
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import Control.Monad.Primitive
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import Control.Monad.Primitive
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import qualified Data.Vector.Fusion.Stream.Monadic as VFSM
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import qualified Data.Vector.Fusion.Stream.Monadic as VFSM
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@@ -38,10 +39,11 @@ bufferShaderLayers shads counts = MV.imapM_ f shads
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f i shad = do
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f i shad = do
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let theVBO = snd shad
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let theVBO = snd shad
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stride = _vboVertexBytes theVBO `div` floatSize
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stride = _vboVertexBytes theVBO `div` floatSize
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VFSM.mapM_ (g stride theVBO) $ VFSM.enumFromStepN 0 1 6 -- [0..5]
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--VFSM.mapM_ (g stride theVBO) $ VFSM.enumFromStepN 0 1 6 -- [0..5]
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VFSM.mapM_ (g stride theVBO) $ VFSM.enumFromStepN 0 1 numLayers -- [0..5]
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where
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where
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g stride theVBO lay = do
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g stride theVBO lay = do
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numVs <- UMV.unsafeRead counts $ lay * 6 + i
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numVs <- UMV.unsafeRead counts $ lay * numLayers + i
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glNamedBufferSubDataH
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glNamedBufferSubDataH
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(_vboName theVBO)
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(_vboName theVBO)
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(fromIntegral $ floatSize * stride * numSubElements * lay)
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(fromIntegral $ floatSize * stride * numSubElements * lay)
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