Separate out concrete part of world
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+6
-6
@@ -34,14 +34,14 @@ doDrawing pdata u = do
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sTicks <- SDL.ticks
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let w = _uvWorld u
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cfig = _uvConfig u
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rot = _cameraRot w
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camzoom = _cameraZoom w
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trans = _cameraCenter w
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rot = _cameraRot (_cWorld w)
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camzoom = _cameraZoom (_cWorld w)
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trans = _cameraCenter (_cWorld w)
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wins@(V2 winx winy) = V2 (_windowX cfig) (_windowY cfig)
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resFact = resFactorNum $ cfig ^. graphics_resolution_factor
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(wallPointsCol,windowPoints,wallSPics) = wallsToDraw w
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lightPoints = lightsToRender cfig w
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viewFroms@(V2 vfx vfy) = _cameraViewFrom w
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viewFroms@(V2 vfx vfy) = _cameraViewFrom (_cWorld w)
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viewFrom3d = Vector3 vfx vfy 20
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shadV = _pictureShaders pdata
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lwShad = _lightingWallShadShader pdata
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@@ -64,7 +64,7 @@ doDrawing pdata u = do
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(shadVBOptr $ _textureArrayShader pdata)
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wallPointsCol
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windowPoints
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(_floorTiles w)
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(_floorTiles (_cWorld w))
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)
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( pokeShape'
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(_vboPtr $ _vaoVBO $ _shadVAO $ _shapeShader pdata)
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@@ -248,7 +248,7 @@ doDrawing pdata u = do
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depthFunc $= Just Always
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blendFunc $= (One,Zero)
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-- perform any radial distortion
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case _distortions w of
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case _distortions (_cWorld w) of
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[] -> do
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bindTO $ fst $ snd $ _fboBase pdata
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bindFramebuffer Framebuffer $= defaultFramebufferObject
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