Fix character array binding
This commit is contained in:
@@ -1,9 +0,0 @@
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#version 450 core
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layout (location=0) out vec4 fColor;
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uniform sampler2DArray thetexture;
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in vec4 vColor;
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in vec3 vTexCoord;
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void main()
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{
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fColor = texture(thetexture, vec3 (vTexCoord.xyz)) * vColor;
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}
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@@ -1,13 +0,0 @@
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#version 450 core
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layout (location = 0) in vec3 inPos;
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layout (location = 1) in vec4 inColor;
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layout (location = 2) in vec4 inTexCoord;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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out vec4 vColor;
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out vec3 vTexCoord;
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void main()
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{
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gl_Position = theMat * vec4(inPos.xyz, 1.0);
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vColor = inColor;
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vTexCoord = inTexCoord.xyz;
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}
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@@ -1,26 +0,0 @@
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#version 450 core
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layout (location=0) out vec4 fCol;
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layout (location=1) out vec4 fPos;
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layout (location=2) out vec4 fNorm;
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in vec2 tPos;
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in vec3 gTexCoords;
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in vec4 gPos;
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in vec4 gNorm;
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in vec4 gColor;
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in float gRot;
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layout (binding=40) uniform sampler2DArray diffuseSampler;
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layout (binding=41) uniform sampler2DArray normalSampler;
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vec2 rotateV2 (float a, vec2 v)
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{
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return vec2(v.x*cos(a) - v.y*sin(a), v.x*sin(a) + v.y*cos(a));
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}
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void main()
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{
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//fCol = gColor * texture(tex,tPos);
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fCol = texture(diffuseSampler,gTexCoords);
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fPos = gPos;
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vec4 basenorm = texture(normalSampler,gTexCoords) - 0.5;
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//fNorm = fPos - vec4(rotateV2(gRot,basenorm.xz), basenorm.y,0);
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vec2 n = rotateV2(gRot,vec2(-basenorm.x,-basenorm.z));
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fNorm = vec4(fPos.xyz - vec3(n,basenorm.y),0);
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}
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@@ -1,50 +0,0 @@
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#version 450 core
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layout (points) in;
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layout (triangle_strip, max_vertices = 4) out;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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in vec4 vColor [];
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out vec4 gColor;
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out vec2 tPos;
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out vec4 gPos;
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out vec4 gNorm;
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out vec3 gTexCoords;
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out float gRot;
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// consider using isLHS to check if the wall is facing the center
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float isLHS (vec2 startV, vec2 testV)
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{ return sign( -startV.x * testV.y + startV.y * testV.x); }
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void main()
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{ gColor = vColor[0];
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vec2 p1xy = gl_in[0].gl_Position.xy;
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vec2 p2xy = gl_in[0].gl_Position.zw;
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vec4 p1 = vec4 (gl_in[0].gl_Position.xy,0,1);
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vec4 p2 = vec4 (gl_in[0].gl_Position.zw,0,1);
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vec4 p3 = vec4 (p1.xy,100,1);
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vec4 p4 = vec4 (p2.xy,100,1);
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vec2 d = vec2(p1.xy - p2.xy);
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float rot = atan(d.y,d.x);
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float dist = distance(p1xy,p2xy);
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float tcoordx = dist / 50;
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float tcoordz = 11;
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vec4 norm = vec4( d.y, -d.x, 0, 0);
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gPos = p1; tPos = vec2 ( 1,-1) ; gl_Position = vec4(theMat * p1);
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gNorm = gPos - norm;
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gTexCoords = vec3 (0,0,tcoordz);
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gRot = rot;
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EmitVertex();
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gPos = p3; tPos = vec2 ( 1, 1) ; gl_Position = vec4(theMat * p3);
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gNorm = gPos - norm;
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gTexCoords = vec3 (0,2,tcoordz);
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gRot = rot;
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EmitVertex();
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gPos = p2; tPos = vec2 (-1,-1) ; gl_Position = vec4(theMat * p2);
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gNorm = gPos - norm;
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gTexCoords = vec3 (tcoordx,0,tcoordz);
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gRot = rot;
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EmitVertex();
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gPos = p4; tPos = vec2 (-1, 1) ; gl_Position = vec4(theMat * p4);
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gNorm = gPos - norm;
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gTexCoords = vec3 (tcoordx,2,tcoordz);
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gRot = rot;
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EmitVertex();
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EndPrimitive();
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}
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@@ -1,9 +0,0 @@
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#version 450 core
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layout (location = 0) in vec4 poss;
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layout (location = 1) in vec4 color;
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out vec4 vColor;
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void main()
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{
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gl_Position = poss;
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vColor = color;
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}
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@@ -21,10 +21,9 @@ data RenderData = RenderData
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, _shadowWallShader :: Shader
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, _shadowLightShader :: (Shader,VBO)
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, _shadowCombineShader :: (Shader,VBO)
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, _positionalBlankShader :: (Shader,VBO)
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--, _positionalBlankShader :: (Shader,VBO)
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, _wallBlankShader :: Shader
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, _windowShader :: Shader
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, _wallTextureShader :: Shader
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, _fullscreenShader :: Shader
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, _bloomBlurShader :: Shader
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, _colorBlurShader :: Shader
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+9
-12
@@ -22,6 +22,13 @@ import Shader.Data
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import Shader.Parameters
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import Graphics.GL.Core45
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{- BINDING LIST:
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0 base
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40 texture array diffuse
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41 texture array normals
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50 charMapVert
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-}
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numDrawableWalls :: Int
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numDrawableWalls = 5000
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@@ -119,8 +126,6 @@ preloadRender = do
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shadowcombineshader <- makeShaderSized "shadow/combine" [vert,geom,frag] [1] 1 pmPoints
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poke (shadVBOptr shadowlightshader) 1
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-- positional shader
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positionalBlankShad <- makeShader "positional/blank" [vert, frag] [3] pmTriangles
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-- 2D draw shaders
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bslist <- makeShader "dualTwoD/basic" [vert, frag] [3, 4] pmTriangles
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bslista <- makeShader4 "shape/basic" [vert, frag] shapeVerxSizes nShapeVerxComp pmTriangles shVBO
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@@ -129,10 +134,8 @@ preloadRender = do
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aslist <- makeShader "dualTwoD/arc" [vert, frag] [3, 4, 3] pmTriangles
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eslist <- makeShader "dualTwoD/ellipse" [vert, geom, frag] [3, 4] pmTriangles
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cslist <-
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makeShader "picture/textureArray" [vert, frag] [3, 4, 4] pmTriangles
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-- >>= _1 (addTextureArray' "data/texture/charMapVert.png" 2 16 32 95 GL_LINEAR_MIPMAP_LINEAR GL_LINEAR)
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>>= _1 (addTextureArray' "data/texture/charMapVert.png" 2 16 32 95 GL_NEAREST_MIPMAP_LINEAR GL_LINEAR)
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-- this should really be a 2d texture array
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makeShader "picture/charArray" [vert, frag] [3, 4, 4] pmTriangles
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addBindTextureArray 50 "data/texture/charMapVert.png" 2 16 32 95 GL_NEAREST_MIPMAP_LINEAR GL_LINEAR
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screentexturevbo <- mglCreate glCreateBuffers
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withArray (concat cornerList) $ \ptr ->
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@@ -152,9 +155,6 @@ preloadRender = do
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barrelShad <- makeShader "texture/barrel" [vert, geom, frag] [2, 2, 2, 1] pmPoints
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-- blank wallShader
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wallBlankShad <- makeShaderUsingVAO "wall/blank" [vert, geom, frag] pmPoints wpColVAO
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-- textured wallShader
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wallTextureShad <-
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makeShaderUsingVAO "wall/texture" [vert, geom, frag] pmPoints wpColVAO
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let wallverxstrd = 8
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wallvbo <- setupVBO wallverxstrd
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wallshader <- makeShader4 "wall/basic" [vert,geom,frag] [4,4] wallverxstrd pmPoints wallvbo
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@@ -220,11 +220,8 @@ preloadRender = do
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, _shadowWallShader = shadowwallshader
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, _shadowLightShader = shadowlightshader
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, _shadowCombineShader = shadowcombineshader
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, _positionalBlankShader = positionalBlankShad
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, _wallBlankShader = wallBlankShad
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, _wallTextureShader = wallTextureShad
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, _windowShader = wallBlankShad{_shaderVAO = winColVAO}
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-- , _textureArrayShader = textArrayShad
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, _fullscreenShader = fsShad
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, _alphaDivideShader = alphadivideshader
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, _lightingTextureShader = lightingTextureShad
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@@ -2,7 +2,7 @@ module Shader.AuxAddition
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( addSamplerTexture2D
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, vaddTextureNoFilter
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, addTextureArray
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, addTextureArray'
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, addBindTextureArray
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, initTexture2D
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, initTexture2DArray
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, tilesToLine
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@@ -128,9 +128,9 @@ addTextureArray texturePath (shad,vbo) = do
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return (shad & shaderTextures .:~ TO texname
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, vbo)
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addTextureArray' :: String -> GLsizei -> GLsizei -> GLsizei -> GLsizei -> GLenum -> GLenum
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-> Shader -> IO Shader
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addTextureArray' fp nlev w h d minfilt magfilt shad = do
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addBindTextureArray :: GLuint -> String -> GLsizei -> GLsizei -> GLsizei -> GLsizei -> GLenum -> GLenum
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-> IO ()
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addBindTextureArray bindpoint fp nlev w h d minfilt magfilt = do
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Right cmap <- readImage fp
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let texdata = convertRGBA8 cmap
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texname <- mglCreate $ glCreateTextures GL_TEXTURE_2D_ARRAY
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@@ -140,7 +140,7 @@ addTextureArray' fp nlev w h d minfilt magfilt shad = do
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glGenerateTextureMipmap texname
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glTextureParameteri texname GL_TEXTURE_MIN_FILTER (unsafeCoerce minfilt)
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glTextureParameteri texname GL_TEXTURE_MAG_FILTER (unsafeCoerce magfilt)
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return (shad & shaderTextures .:~ TO texname )
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glBindTextureUnit bindpoint texname
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tilesToLine
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:: Int -- ^ Parameter a
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