Move towards pixel upscaling filter
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@@ -133,6 +133,7 @@ preloadRender = do
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putStrLn "Setup full screen shaders"
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alphadivideshader <- makeSourcedShader "texture2D/alphaDivide" [vert, frag]
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fsShad <- makeSourcedShader "texture/simple" [vert, frag]
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textureantiashad <- makeSourcedShader "texture/antia" [vert,frag]
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bloomBlurShad <- makeSourcedShader "texture/bloomBlur" [vert, frag]
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lightingTextureShad <- makeSourcedShader "lighting/texture" [vert, frag]
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lightingCloudShad <- makeSourcedShader "lighting/cloud" [vert, frag]
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@@ -150,8 +151,9 @@ preloadRender = do
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flptr <- mallocArray (8 * 65536)
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let floorvbo = VBO flvbo flptr (8 * floatSize)
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floorshader <- makeSourcedShader "floor/arrayPos" [vert, frag]
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initTexture2DArraySquare 40 3 GL_LINEAR_MIPMAP_LINEAR GL_LINEAR "data/normalMaps/diffuseArray.png"
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initTexture2DArraySquare 41 3 GL_LINEAR_MIPMAP_LINEAR GL_LINEAR "data/normalMaps/normalArray.png"
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initTexture2DArraySquare 40 5 GL_LINEAR_MIPMAP_LINEAR GL_LINEAR "data/normalMaps/diffuseArray.png"
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initTexture2DArraySquare 41 5 GL_LINEAR_MIPMAP_LINEAR GL_LINEAR "data/normalMaps/normalArray.png"
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-- initTexture2DArraySquare 41 3 GL_NEAREST_MIPMAP_LINEAR GL_LINEAR "data/normalMaps/normalArray.png"
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putStrLn "Setup chasm VBO, shader"
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chvbo <- mglCreate glCreateBuffers
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@@ -196,6 +198,7 @@ preloadRender = do
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, _ceilingStencilShader = ceilingstencilshader
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, _windowPullShader = winpull
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, _pullWallShader = wallpull
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, _textureAntiaShader = textureantiashad
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, _fullscreenShader = fsShad
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, _alphaDivideShader = alphadivideshader
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, _lightingTextureShader = lightingTextureShad
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