Linting, refactor random angle walk for flamer
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@@ -120,7 +120,7 @@ setupFramebuffer = do
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textureBinding Texture2D $= Just fboTO
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texImage2D Texture2D NoProxy 0 RGBA8 (TextureSize2D 800 600) 0 (PixelData RGBA UnsignedByte nullPtr)
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texImage2D Texture2D NoProxy 0 RGBA8 (TextureSize2D 8 6) 0 (PixelData RGBA UnsignedByte nullPtr)
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textureFilter Texture2D $= ((Linear',Just Linear') , Nearest)
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textureFilter Texture2D $= ((Linear',Just Linear') , Linear')
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generateMipmap' Texture2D
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framebufferTexture2D Framebuffer (ColorAttachment 0) Texture2D fboTO 0
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@@ -140,7 +140,12 @@ createLightMap pdata resDiv wallPoints lightPoints
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bindFramebuffer Framebuffer $= defaultFramebufferObject
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colorMask $= Color4 Disabled Disabled Disabled Enabled
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bindShaderBuffers [_fullscreenShader pdata] [4]
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-- by upscaling the shadowmap texture and using Linear' magnification
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-- interpolation, we get a poor mans blur
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textureBinding Texture2D $= Just (_fboTexture pdata)
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textureFilter Texture2D $= ((Linear',Just Linear') , Linear')
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-- not sure about the perforamnce implications ^^^
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generateMipmap' Texture2D
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drawShader (_fullscreenShader pdata) 4
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colorMask $= Color4 Enabled Enabled Enabled Enabled
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blend $= Enabled
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