Draw floors using vertex pulling
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@@ -4,7 +4,6 @@ in vec2 vPos;
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layout (location=0) out vec4 fCol;
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layout (location=1) out vec4 fPos;
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layout (location=2) out vec4 normal;
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//layout (binding=0) uniform sampler2DArray tilesetSampler;
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layout (binding=40) uniform sampler2DArray diffuseSampler;
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layout (binding=41) uniform sampler2DArray normalSampler;
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vec2 rotateV2 (float a, vec2 v)
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@@ -1,12 +1,12 @@
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#version 450 core
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layout (location = 0) in vec4 posXX;
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layout (location = 1) in vec4 texPosRot;
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struct PosTexRot {vec4 posXX; vec4 texPosRot; };
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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layout (std430, binding = 8) readonly buffer Data { PosTexRot data[]; };
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out vec4 vTexPosRot;
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out vec2 vPos;
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void main()
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{
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vPos = posXX.xy;
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vPos = data[gl_VertexID].posXX.xy;
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gl_Position = theMat * vec4(vPos,0,1.0) ;
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vTexPosRot = texPosRot;
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vTexPosRot = data[gl_VertexID].texPosRot;
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}
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@@ -42,7 +42,7 @@ data RenderData = RenderData
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, _lightUBO :: GLuint -- BufferObject id
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, _vboShapes :: VBO
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, _floorVBO :: VBO
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, _floorShader :: Shader
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, _floorShader :: GLuint
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, _chasmVBO :: VBO
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, _chasmShader :: GLuint
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, _winVBO :: VBO
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+2
-6
@@ -155,13 +155,9 @@ doDrawing' win pdata u = do
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glNamedFramebufferDrawBuffers (pdata ^. fboBase . _1 . unFBO) 3
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glDepthMask GL_TRUE
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--draw floor onto base buffer
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glUseProgram (pdata ^. floorShader . shaderUINT)
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glBindVertexArray $ pdata ^. floorShader . shaderVAO . vaoName
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glUseProgram (pdata ^. floorShader)
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glStencilFunc GL_EQUAL 0 255
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glDrawArrays
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(_unPrimitiveMode $ pdata ^. floorShader . shaderPrimitive)
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0
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(fromIntegral nFls)
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glDrawArrays GL_TRIANGLES 0 (fromIntegral nFls)
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--glDisable GL_STENCIL_TEST
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glDisable GL_CULL_FACE
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glEnable GL_BLEND
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+11
-7
@@ -1,23 +1,27 @@
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module Dodge.WorldLoad (postUniverseLoadSideEffect) where
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import Shader.Parameters
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import Graphics.GL.Core45
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import Control.Lens
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import Control.Monad
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import Data.Preload.Render
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import Dodge.Data.Universe
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import Shader.Bind
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import Graphics.GL.Core45
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import Shader.Data
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import Shader.Parameters
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import Shader.Poke.Floor
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postUniverseLoadSideEffect :: Universe -> Universe
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postUniverseLoadSideEffect = uvIOEffects %~
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(\f uv -> (uvWorld . cWorld) (postWorldLoad (uv ^. preloadData . renderData)) uv >>= f)
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postUniverseLoadSideEffect =
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uvIOEffects
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%~ (\f uv -> (uvWorld . cWorld) (postWorldLoad (uv ^. preloadData . renderData)) uv >>= f)
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postWorldLoad :: RenderData -> CWorld -> IO CWorld
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postWorldLoad rdata cw = do
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nfloorvxs <- foldM (pokeTile (rdata ^. floorVBO . vboPtr)) 0 (cw ^. cwTiles)
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bufferPokedVBO (rdata ^. floorVBO) nfloorvxs
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let floorbo = (rdata ^. floorVBO . vboName)
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floorptr = (rdata ^. floorVBO . vboPtr)
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nfloorvxs <- foldM (pokeTile floorptr) 0 (cw ^. cwTiles)
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glInvalidateBufferData floorbo
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glNamedBufferStorage floorbo (fromIntegral $ 8 * nfloorvxs * floatSize) floorptr 0
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glBindBufferBase GL_SHADER_STORAGE_BUFFER 8 floorbo
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let chbo = rdata ^. chasmVBO . vboName
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chptr = rdata ^. chasmVBO . vboPtr
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nchasmvxs <- foldM (pokeChasm chptr) 0 (cw ^. chasms)
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@@ -130,16 +130,17 @@ preloadRender = do
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barrelShad <- makeShaderVBO "texture/barrel" [vert, geom, frag] (toFloatVAs [2, 2, 2, 1]) pmPoints
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-- blank wallShader
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putStrLn "Setup floor VBO, shader"
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let floorverxstrd = 8
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floorvbo <- setupVBOStatic (floatSize * floorverxstrd)
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floorshader <- makeShaderUsingVBO "floor/arrayPos" [vert, frag] (toFloatVAs [4, 4]) pmTriangles floorvbo
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flvbo <- mglCreate glCreateBuffers
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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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putStrLn "Setup chasm VBO, shader"
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chvbo <- mglCreate glCreateBuffers
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chptr <- mallocArray (2 * 65536)
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let chasmvbo = VBO chvbo chptr floatSize
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let chasmvbo = VBO chvbo chptr (2 * floatSize)
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chasmshader <- makeSourcedShader "chasm" [vert]
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framebuf2 <- newTextureFramebuffer
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framebuf3 <- newTextureFramebuffer
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@@ -23,7 +23,7 @@ pokeTileVerx tangent tilez ptr i (V2 x y, V2 s t) = do
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return $ i + 1
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pokeChasm :: Ptr Float -> Int -> [Point2] -> IO Int
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pokeChasm ptr i ps = foldM (pokeChasmVerx ptr) i $ polyToTris ps
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pokeChasm ptr i = foldM (pokeChasmVerx ptr) i . polyToTris
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pokeChasmVerx :: Ptr Float -> Int -> Point2 -> IO Int
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pokeChasmVerx ptr i p = do
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@@ -2704,7 +2704,7 @@ brightX src/Color.hs 116;" f
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btSPic src/Dodge/Render/ShapePicture.hs 129;" f
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btText src/Dodge/Inventory/SelectionList.hs 237;" f
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bufferEBO src/Shader/Bind.hs 28;" f
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bufferPerspectiveMatrixUBO src/Dodge/Render.hs 437;" f
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bufferPerspectiveMatrixUBO src/Dodge/Render.hs 418;" f
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bufferPokedVBO src/Shader/Bind.hs 19;" f
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bufferShaderLayers src/Shader/Bind.hs 32;" f
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bulletBeltBracer src/Dodge/Item/Equipment.hs 67;" f
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@@ -2882,7 +2882,7 @@ copier src/Dodge/Item/Scope.hs 88;" f
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copierItemUpdate src/Dodge/Creature/State.hs 131;" f
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copyItemToFloor src/Dodge/FloorItem.hs 14;" f
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corDoor src/Dodge/Room/Room.hs 385;" f
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cornerList src/Preload/Render.hs 217;" f
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cornerList src/Preload/Render.hs 213;" f
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corpseOrGib src/Dodge/Creature/Update.hs 111;" f
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corridor src/Dodge/Room/Corridor.hs 17;" f
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corridorBoss src/Dodge/LockAndKey.hs 133;" f
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@@ -3558,7 +3558,7 @@ getCrMoveSpeed src/Dodge/Creature/Statistics.hs 50;" f
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getCrsFromRooms src/Dodge/Room/Tutorial.hs 357;" f
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getCrsFromRooms' src/Dodge/Room/Tutorial.hs 344;" f
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getDebugMouseOver src/Dodge/Update.hs 374;" f
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getDistortions src/Dodge/Render.hs 449;" f
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getDistortions src/Dodge/Render.hs 430;" f
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getEdgesCrossing src/Dodge/Path.hs 37;" f
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getGrenadeHitEffect src/Dodge/HeldUse.hs 1264;" f
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getInventoryPath src/Dodge/Inventory/Path.hs 9;" f
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@@ -3709,7 +3709,7 @@ initWallZoning src/Dodge/Wall/Zone.hs 12;" f
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initialRoomTree src/Dodge/Floor.hs 24;" f
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initialWorld src/Dodge/Initialisation.hs 15;" f
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initialisePlaying src/Sound.hs 77;" f
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initializeGLState src/Preload/Render.hs 238;" f
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initializeGLState src/Preload/Render.hs 234;" f
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initializeOptionMenu src/Dodge/Menu/Option.hs 17;" f
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initializeOptionMenuBO src/Dodge/Menu/Option.hs 30;" f
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initializeTexture2D src/Framebuffer/Update.hs 217;" f
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@@ -4392,7 +4392,7 @@ poke34 src/Shader/Poke.hs 508;" f
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pokeArrayOff src/Shader/Poke.hs 519;" f
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pokeBox src/Shader/Poke.hs 228;" f
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pokeBoxSurface src/Shader/Poke.hs 261;" f
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pokeChasm src/Shader/Poke/Floor.hs 24;" f
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pokeChasm src/Shader/Poke/Floor.hs 25;" f
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pokeChasmVerx src/Shader/Poke/Floor.hs 28;" f
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pokeCloud src/Shader/Poke/Cloud.hs 14;" f
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pokeCloudLike src/Shader/Poke/Cloud.hs 32;" f
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@@ -4411,8 +4411,8 @@ pokeRoundedFaces src/Shader/Poke.hs 141;" f
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pokeShape src/Shader/Poke.hs 112;" f
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pokeShapeObj src/Shader/Poke.hs 125;" f
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pokeStride src/Shader/Poke.hs 500;" f
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pokeTile src/Shader/Poke/Floor.hs 12;" f
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pokeTileVerx src/Shader/Poke/Floor.hs 18;" f
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pokeTile src/Shader/Poke/Floor.hs 13;" f
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pokeTileVerx src/Shader/Poke/Floor.hs 19;" f
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pokeVerx src/Shader/Poke.hs 39;" f
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pokeVerxs src/Shader/Poke.hs 32;" f
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pokeW src/Shader/Poke.hs 90;" f
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@@ -4443,8 +4443,8 @@ posRms src/Dodge/Tree/Shift.hs 44;" f
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posSelSecYint src/Dodge/SelectionSections.hs 147;" f
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positionRoomsFromTree src/Dodge/Tree/Shift.hs 35;" f
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postGenerationProcessing src/Dodge/LevelGen.hs 30;" f
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postUniverseLoadSideEffect src/Dodge/WorldLoad.hs 11;" f
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postWorldLoad src/Dodge/WorldLoad.hs 15;" f
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postUniverseLoadSideEffect src/Dodge/WorldLoad.hs 12;" f
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postWorldLoad src/Dodge/WorldLoad.hs 17;" f
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powerFakeout src/Dodge/Room/Start.hs 28;" f
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powerFakeout' src/Dodge/Room/Start.hs 25;" f
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powerLegs src/Dodge/Item/Equipment.hs 85;" f
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@@ -4821,7 +4821,7 @@ setTiles src/Dodge/Layout.hs 67;" f
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setTreeInts src/Dodge/Room/Tutorial.hs 98;" f
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setViewDistance src/Dodge/Update/Camera.hs 239;" f
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setViewPos src/Dodge/Creature/ReaderUpdate.hs 69;" f
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setViewport src/Dodge/Render.hs 454;" f
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setViewport src/Dodge/Render.hs 435;" f
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setVol src/Dodge/Config.hs 47;" f
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setWristShieldPos src/Dodge/Equipment.hs 49;" f
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setWristShieldPos src/Dodge/Euse.hs 38;" f
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