Reduce rendertype down to vertex information
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+7
-7
@@ -42,26 +42,26 @@ bindArrayBuffersLayer numVs lay theVBO = do
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where
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stride = sum $ _vboAttribSizes theVBO
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bindShaderLayer :: [(Int,FullShader)] -> [Int] -> IO ()
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bindShaderLayer :: [(Int,VShader)] -> [Int] -> IO ()
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bindShaderLayer = zipWithM_ f
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where
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f (l,fs) i = bindArrayBuffersLayer i l $ _vaoVBO $ _shaderVAO fs
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f (l,fs) i = bindArrayBuffersLayer i l $ _vaoVBO $ _vshaderVAO fs
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bindShaderBuffers :: [FullShader] -> [Int] -> IO ()
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bindShaderBuffers = zipWithM_ f
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where
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f fs i = bindArrayBuffers i $ _vaoVBO $ _shaderVAO fs
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drawShaderLay :: Int -> FullShader -> Int -> IO ()
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drawShaderLay :: Int -> VShader -> Int -> IO ()
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{-# INLINE drawShaderLay #-}
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drawShaderLay l fs i = do
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currentProgram $= Just (_shaderProgram fs)
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bindVertexArrayObject $= Just (_vao $ _shaderVAO fs)
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case _shaderTexture fs of
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currentProgram $= Just (_vshaderProgram fs)
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bindVertexArrayObject $= Just (_vao $ _vshaderVAO fs)
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case _vshaderTexture fs of
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Just ShaderTexture{_textureObject = txo}
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-> textureBinding Texture2D $= Just txo
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_ -> return ()
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glDrawArrays (marshalEPrimitiveMode $ _shaderDrawPrimitive fs) (fromIntegral $ l*numSubElements) (fromIntegral i)
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glDrawArrays (marshalEPrimitiveMode $ _vshaderDrawPrimitive fs) (fromIntegral $ l*numSubElements) (fromIntegral i)
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drawShader :: FullShader -> Int -> IO ()
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{-# INLINE drawShader #-}
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