Reduce rendertype down to vertex information
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@@ -1,6 +1,7 @@
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module Shader.AuxAddition
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( addTexture
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, addTextureNoFilter
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, vaddTextureNoFilter
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, addTextureArray
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, addUniforms
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) where
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@@ -34,6 +35,21 @@ addTexture texturePath shad = do
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generateMipmap' Texture2D
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return $ shad & shaderTexture ?~ ShaderTexture {_textureObject = textureOb}
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vaddTextureNoFilter :: String -> VShader -> IO VShader
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vaddTextureNoFilter texturePath shad = do
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Right cmap <- readImage texturePath
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let tex = convertRGBA8 cmap
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textureOb <- genObjectName
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textureBinding Texture2D $= Just textureOb
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textureFilter Texture2D $= ((Nearest,Nothing) , Nearest)
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let texData = V.toList $ imageData tex
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wtex = fromIntegral $ imageWidth tex
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htex = fromIntegral $ imageHeight tex
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glTexStorage2D GL_TEXTURE_2D 1 GL_RGBA8 wtex htex
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withArray texData $ \ptr -> do
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glTexSubImage2D GL_TEXTURE_2D 0 0 0 wtex htex GL_RGBA GL_UNSIGNED_BYTE ptr
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return $ shad & vshaderTexture ?~ ShaderTexture {_textureObject = textureOb}
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addTextureNoFilter :: String -> FullShader -> IO FullShader
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addTextureNoFilter texturePath shad = do
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Right cmap <- readImage texturePath
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