Start cleanup of shader records
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+3
-6
@@ -133,7 +133,7 @@ renderShadows shadrendertype nWalls nSils nCaps positiontexture normaltexture li
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glBindFramebuffer GL_FRAMEBUFFER $ pdata ^. fboLighting . _1 . unFBO
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let llinesShad = _lightingLineShadowShader pdata
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lcapShad = _lightingCapShader pdata
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lwallShad = _lightingWallShadShader pdata
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shadwall = _shadWallShader pdata
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ltextShad = _lightingTextureShader pdata
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-- we assume that the renderbuffer's depth has been correctly set elsewhere
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-- we will not be changing that here
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@@ -173,15 +173,12 @@ renderShadows shadrendertype nWalls nSils nCaps positiontexture normaltexture li
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-- the first bit has been used to stencil out "ceilings" under which we never draw
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glStencilFunc GL_NOTEQUAL 128 255
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--draw wall shadows
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glUseProgram (_shaderUINT lwallShad)
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glUseProgram shadwall
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glUniform3f 0 x y z
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glUniform1f 1 rad
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--glBindVertexArray $ lwallShad ^. shaderVAO . vaoName -- Just (_vao $ _shadVAO lwallShad)
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glBindVertexArray $ pdata ^. dummyVAO . vaoName -- Just (_vao $ _shadVAO lwallShad)
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glDrawArrays
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(_unPrimitiveMode $ _shaderPrimitive lwallShad)
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0
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(nWalls * 18)
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glDrawArrays GL_TRIANGLES 0 (nWalls * 18)
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case shadrendertype of
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GeoObjShads -> do
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--draw silhouette shadows
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