Add alternate shadow volume rendering pathway (layered geo)
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@@ -1,5 +1,6 @@
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#version 450 core
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layout (triangles) in;
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layout (invocations = 20) in;
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layout (triangle_strip, max_vertices = 3) out;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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layout (std140, binding = 1) uniform LightsBlock
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@@ -7,8 +8,7 @@ layout (std140, binding = 1) uniform LightsBlock
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vec4 posBool[20];
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vec4 colRad[20];
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} ;
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uniform int lightID;
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vec3 lightPos = posBool[lightID].xyz ;
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vec3 lightPos = posBool[gl_InvocationID].xyz ;
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float theBool = posBool[gl_InvocationID].w;
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// this code is duplicated in lineShadow.geom, should not be changed on its own
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vec4 projNear (vec4 pos)
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@@ -35,8 +35,11 @@ void main()
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{
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// the front cap
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vec4 v1 = vec4 (0,0,1,0) ;
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gl_Layer = gl_InvocationID;
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gl_Position = theMat * projNear(p0); EmitVertex();
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gl_Layer = gl_InvocationID;
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gl_Position = theMat * projNear(p1); EmitVertex();
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gl_Layer = gl_InvocationID;
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gl_Position = theMat * projNear(p2); EmitVertex();
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EndPrimitive();
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}
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@@ -1,10 +1,6 @@
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#version 450 core
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layout (location = 0) in vec3 position;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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uniform vec3 lightPos;
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uniform vec4 lumRad;
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out vec3 dField;
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out vec3 lum;
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void main()
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{
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gl_Position = vec4(position,1);
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@@ -4,9 +4,9 @@ layout (std140, binding = 1) uniform LightsBlock
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vec4 posBool[20];
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vec4 colRad[20];
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} ;
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uniform int lightID;
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vec3 lightPos = posBool[lightID].xyz;
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vec4 lumRad = colRad[lightID];
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//uniform int lightID;
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vec3 lightPos = posBool[gl_Layer].xyz;
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vec4 lumRad = colRad[gl_Layer];
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uniform sampler2D screenTexture;
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in vec2 gTexPos;
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out vec4 fColor;
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@@ -17,6 +17,6 @@ void main()
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if (dist > lumRad.a) {discard;}
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float x = 1 - dist / lumRad.a ;
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vec3 c = (x * x * x) * lumRad.rgb ;
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//fColor = vec4(c,0);
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fColor = vec4(1,0,0,0);
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fColor = vec4(c,0);
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//fColor = vec4(0.05,0,0,0);
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}
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@@ -1,6 +1,6 @@
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#version 450 core
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layout (triangles) in;
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layout (triangle_strip, max_vertices = 3) out;
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layout (points) in;
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layout (triangle_strip, max_vertices = 4) out;
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layout (invocations = 20) in;
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layout (std140, binding = 1) uniform LightsBlock
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{
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@@ -8,18 +8,26 @@ layout (std140, binding = 1) uniform LightsBlock
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vec4 colRad[20];
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} ;
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float theBool = posBool[gl_InvocationID].w;
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in vec2 vTexPos[];
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out vec2 gTexPos;
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void main()
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{
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if (theBool == 1){
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for (int i = 0; i < 3; i++)
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{
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gTexPos = vTexPos[i];
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gTexPos = vec2(0,1);
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gl_Position = vec4(-1,1,0,1) ;
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gl_Layer = gl_InvocationID;
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EmitVertex();
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gTexPos = vec2(0,0);
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gl_Position = vec4(-1,-1,0,1) ;
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gl_Layer = gl_InvocationID;
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EmitVertex();
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gTexPos = vec2(1,1);
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gl_Position = vec4(1,1,0,1) ;
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gl_Layer = gl_InvocationID;
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EmitVertex();
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gTexPos = vec2(1,0);
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gl_Position = vec4(1,-1,0,1) ;
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gl_Layer = gl_InvocationID;
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gl_Position = gl_in[i].gl_Position;
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EmitVertex();
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}
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EndPrimitive();
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}else {}
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}
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@@ -1,9 +1,4 @@
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#version 450 core
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layout (location = 0) in vec2 pos;
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layout (location = 1) in vec2 texPos;
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out vec2 vTexPos;
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void main()
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{
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gl_Position = vec4(pos,0,1);
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vTexPos = texPos;
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}
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+10
-10
@@ -149,7 +149,7 @@ preloadRender = do
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[1] 1
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EPoints
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shadowcombineshader <- makeShaderSized "shadow/combine" [vert,geom,frag] [1] 1 EPoints
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pokeArray (shadVBOptr' shadowlightshader) $ concat cornerListForTriangles
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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] ETriangles
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@@ -291,15 +291,15 @@ cornerList =
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, [1, 1, 1, 1]
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, [1, -1, 1, 0]
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]
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cornerListForTriangles :: [[Float]]
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cornerListForTriangles =
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[ [-1, 1, 0, 1]
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, [-1, -1, 0, 0]
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, [1, 1, 1, 1]
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, [-1, -1, 0, 0]
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, [1, 1, 1, 1]
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, [1, -1, 1, 0]
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]
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--cornerListForTriangles :: [[Float]]
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--cornerListForTriangles =
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-- [ [-1, 1, 0, 1]
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-- , [-1, -1, 0, 0]
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-- , [1, 1, 1, 1]
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-- , [-1, -1, 0, 0]
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-- , [1, 1, 1, 1]
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-- , [1, -1, 1, 0]
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-- ]
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cleanUpRenderPreload :: RenderData -> IO ()
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cleanUpRenderPreload pd = do
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+16
-19
@@ -199,36 +199,33 @@ instanceLightMap cfig pdata lightPoints nWalls nSils nCaps toPos = do
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--draw wall shadows
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glUseProgram (_shadProg' lwallShad)
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glBindVertexArray $ lwallShad ^. shadVAO' . vaoName -- Just (_vao $ _shadVAO lwallShad)
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-- glDrawArrays
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-- (marshalEPrimitiveMode $ _shadPrim' lwallShad)
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-- 0
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-- (fromIntegral nWalls)
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glDrawArrays
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(marshalEPrimitiveMode $ _shadPrim' lwallShad)
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0
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(fromIntegral nWalls)
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--draw silhouette shadows
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glUseProgram (_shadProg' llinesShad)
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glBindVertexArray (_vaoName $ _shadVAO' llinesShad)
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-- glDrawElements
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-- (marshalEPrimitiveMode $ _shadPrim' llinesShad)
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-- (fromIntegral nSils)
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-- GL_UNSIGNED_SHORT
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-- nullPtr
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glDrawElements
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(marshalEPrimitiveMode $ _shadPrim' llinesShad)
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(fromIntegral nSils)
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GL_UNSIGNED_SHORT
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nullPtr
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--draw caps on the near plane as required
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glEnable GL_CULL_FACE
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glCullFace GL_BACK
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glUseProgram (_shadProg' lcapShad)
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glBindVertexArray $ lcapShad ^. shadVAO' . vaoName --Just (_vao $ _shadVAO lcapShad)
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-- glDrawElements
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-- (marshalEPrimitiveMode $ _shadPrim' lcapShad)
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-- (fromIntegral nCaps)
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-- GL_UNSIGNED_SHORT
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-- nullPtr
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-- --draw lightmap itself
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glDrawElements
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(marshalEPrimitiveMode $ _shadPrim' lcapShad)
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(fromIntegral nCaps)
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GL_UNSIGNED_SHORT
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nullPtr
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--draw lightmap itself
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glEnable GL_DEPTH_TEST
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glDepthFunc GL_ALWAYS
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glColorMask GL_TRUE GL_TRUE GL_TRUE GL_TRUE
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glStencilFunc GL_EQUAL 0 255
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-- delete vvvv
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glDisable GL_STENCIL_TEST
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-- delete ^^^^
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glUseProgram (pdata ^. shadowLightShader . shadProg')
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-- bind world position texture
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bindTO toPos
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@@ -237,7 +234,7 @@ instanceLightMap cfig pdata lightPoints nWalls nSils nCaps toPos = do
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glDrawArrays
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(marshalEPrimitiveMode $ pdata ^. shadowLightShader . shadPrim')
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0
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(fromIntegral (4 :: Int))
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1
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-- this was the end of the loop
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glDisable GL_CULL_FACE
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