Draw floors using vertex pulling
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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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