Refactor lighting shaders
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@@ -49,10 +49,6 @@ preloadRender = do
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pokeArray (_vboPointer $ _vaoVBO $ _shaderVAO boxBlurShad) $ concat cornerList
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grayscaleShad <- makeShader "texture/grayscale" [vert,frag] [2,2] TriangleStrip $ const cornerList
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pokeArray (_vboPointer $ _vaoVBO $ _shaderVAO grayscaleShad) $ concat cornerList
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-- background shader
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bgShad <- makeShader "background" [vert,geom,frag] [4,2] Points pokeBGStrat
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>>= addTexture "data/texture/marbleSlabs.png"
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-- >>= addTexture "data/texture/smudgedDirt.png"
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-- blank wallShader
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wlBlank <- makeShader "wall/blank" [vert,geom,frag] [4,4] Points pokeWPColStrat
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-- textured wallShader
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@@ -70,6 +66,10 @@ preloadRender = do
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framebuf3 <- setupFramebufferWithStencil
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-- reset to default framebuffer, ready for drawing direct to screen
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bindFramebuffer Framebuffer $= defaultFramebufferObject
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-- set the clearColor to have 1 alpha
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clearColor $= Color4 0 0 0 1
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return $ RenderData
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{ _pictureShaders = [bslist,lslist,cslist,aslist,eslist,bezierQuadShader]
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, _lightingFloorShader = lightingFloorShad
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@@ -79,7 +79,6 @@ preloadRender = do
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, _wallTextureShader = wlTexture
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, _textureShader = textShad
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, _textureArrayShader = textArrayShad
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, _backgroundShader = bgShad
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, _fullscreenShader = fsShad
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, _boxBlurShader = boxBlurShad
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, _grayscaleShader = grayscaleShad
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@@ -148,7 +147,6 @@ cleanUpRenderPreload pd = do
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mapM_ freeShaderPointers $ _pictureShaders pd
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freeShaderPointers $ _lightingFloorShader pd
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freeShaderPointers $ _lightingOccludeShader pd
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freeShaderPointers $ _backgroundShader pd
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freeShaderPointers $ _fullscreenShader pd
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{-# INLINE pokeBezQStrat #-}
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