Cleanup
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@@ -1,6 +0,0 @@
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#version 450 core
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out vec4 fColor;
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void main()
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{
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fColor = vec4(0,1,0,1);
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}
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@@ -1,6 +0,0 @@
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#version 450 core
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out vec4 fColor;
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void main()
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{
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// fColor = vec4 (0,0,0,0);
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}
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@@ -17,14 +17,18 @@ newtype TO = TO {_unTO :: GLuint}
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data RenderData = RenderData
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data RenderData = RenderData
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{ _lightingWallShadShader :: FullShader
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{ _lightingWallShadShader :: FullShader
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, _lightingLineShadowShader :: FullShader
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, _lightingLineShadowShader :: FullShader
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, _positionalBlankShader :: FullShader
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, _lightingCapShader :: FullShader
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, _lightingCapShader :: FullShader
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, _lightingTextureShader :: FullShader
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, _shadowEdgeShader :: FullShader
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, _shadowCapShader :: FullShader
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, _shadowWallShader :: FullShader
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, _shadowLightShader :: FullShader
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, _positionalBlankShader :: FullShader
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, _wallBlankShader :: FullShader
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, _wallBlankShader :: FullShader
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, _windowShader :: FullShader
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, _windowShader :: FullShader
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, _wallTextureShader :: FullShader
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, _wallTextureShader :: FullShader
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, _textureArrayShader :: FullShader
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, _textureArrayShader :: FullShader
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, _fullscreenShader :: FullShader
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, _fullscreenShader :: FullShader
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, _lightingTextureShader :: FullShader
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, --, _fullscreenAlphaHalveShader :: FullShader
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, --, _fullscreenAlphaHalveShader :: FullShader
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_bloomBlurShader :: FullShader
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_bloomBlurShader :: FullShader
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, _colorBlurShader :: FullShader
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, _colorBlurShader :: FullShader
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+10
-1
@@ -138,6 +138,11 @@ preloadRender = do
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lightingLineShadowShad <-
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lightingLineShadowShad <-
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makeShaderUsingVAO "lighting/lineShadow" [vert, geom] ELinesAdjacency shEdgeVAO
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makeShaderUsingVAO "lighting/lineShadow" [vert, geom] ELinesAdjacency shEdgeVAO
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>>= addUniforms ["lightPos", "radiusUniform"]
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>>= addUniforms ["lightPos", "radiusUniform"]
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shadowedgeshader <-
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makeShaderUsingVAO "lighting/lineShadow" [vert, geom] ELinesAdjacency shEdgeVAO
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>>= addUniforms ["lightPos", "radiusUniform"]
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-- positional shader
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-- positional shader
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positionalBlankShad <- makeShader "positional/blank" [vert, frag] [3] ETriangles
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positionalBlankShad <- makeShader "positional/blank" [vert, frag] [3] ETriangles
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-- 2D draw shaders
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-- 2D draw shaders
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@@ -232,8 +237,12 @@ preloadRender = do
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, _silhouetteEBO = silEBO
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, _silhouetteEBO = silEBO
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, _lightingCapShader = lightingCapShad
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, _lightingCapShader = lightingCapShad
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, _lightingLineShadowShader = lightingLineShadowShad
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, _lightingLineShadowShader = lightingLineShadowShad
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, _positionalBlankShader = positionalBlankShad
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, _lightingWallShadShader = lightingWallShadShad
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, _lightingWallShadShader = lightingWallShadShad
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, _shadowEdgeShader = shadowedgeshader
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, _shadowCapShader = shadowedgeshader
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, _shadowWallShader = shadowedgeshader
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, _shadowLightShader = shadowedgeshader
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, _positionalBlankShader = positionalBlankShad
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, _wallBlankShader = wallBlankShad
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, _wallBlankShader = wallBlankShad
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, _wallTextureShader = wallTextureShad
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, _wallTextureShader = wallTextureShad
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, _windowShader = wallBlankShad{_shadVAO' = winColVAO}
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, _windowShader = wallBlankShad{_shadVAO' = winColVAO}
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@@ -137,6 +137,18 @@ createLightMap pdata lightPoints nWalls nSils nCaps shadsdrawtype toPos drawCPUS
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glDisable GL_CULL_FACE
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glDisable GL_CULL_FACE
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glDisable GL_STENCIL_TEST
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glDisable GL_STENCIL_TEST
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instanceLightMap ::
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RenderData ->
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[(Point3, Float, Point3)] -> -- Lights
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-- | number of walls
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Int ->
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-- | number of silhoutte lines to draw
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Int ->
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-- | number of "caps" to attempt to draw
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Int ->
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-- | the texture object giving positions
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TO ->
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IO ()
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instanceLightMap pdata lightPoints nWalls nSils nCaps toPos = do
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instanceLightMap pdata lightPoints nWalls nSils nCaps toPos = do
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let llinesShad = _lightingLineShadowShader pdata
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let llinesShad = _lightingLineShadowShader pdata
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lcapShad = _lightingCapShader pdata
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lcapShad = _lightingCapShader pdata
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