Partial fix to near plane clipping shadows
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@@ -173,7 +173,7 @@ startInventory = IM.fromList (zip [0..20]
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,remoteLauncher
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,remoteBomb
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,grenade
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,spawnGun (lamp 20)
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,spawnGun (lamp 5)
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,lasGun
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,flamer
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,poisonSprayer
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@@ -35,7 +35,7 @@ module Dodge.Item.Weapon.TriggerType
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import Dodge.Data
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import Dodge.SoundLogic
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import Dodge.Creature.Action (startReloadingWeapon)
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import Dodge.WorldEvent (muzzleFlashAt,tempLightForAt)
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import Dodge.WorldEvent (tempLightForAt)
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import Dodge.WorldEvent.Cloud
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import Dodge.RandomHelp
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import Dodge.Item.Attachment.Data
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+3
-1
@@ -53,7 +53,9 @@ doDrawing pdata w = do
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-- poke wall points and colors
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nWalls <- poke224s (shadVBOptr $ _wallTextureShader pdata) wallPointsCol
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nSils <- pokePoint3s (shadVBOptr $ _lightingLineShadowShader pdata)
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$ youSil w ++ _foregroundEdgeVerx w
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$
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--youSil w ++
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_foregroundEdgeVerx w
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-- poke foreground geometry and floor
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let addC (V2 xx yy) = V3 xx yy 0
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nsurfVs <- pokePoint3s (shadVBOptr $ _lightingSurfaceShader pdata)
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@@ -72,14 +72,18 @@ createLightMap pdata lightPoints nWalls nSils nsurfVs = do
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currentProgram $= Just (_shaderProgram $ _lightingLineShadowShader pdata)
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uniform (head $ _shaderCustomUnis $ _lightingLineShadowShader pdata)
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$= Vector3 x y z
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depthClamp $= Enabled
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drawShader (_lightingLineShadowShader pdata) nSils
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depthClamp $= Disabled
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cullFace $= Just Front
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stencilOp $= (OpKeep,OpKeep,OpDecr)
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currentProgram $= Just (_shaderProgram $ _lightingOccludeShader pdata)
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drawShader (_lightingOccludeShader pdata) nWalls
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currentProgram $= Just (_shaderProgram $ _lightingLineShadowShader pdata)
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depthClamp $= Enabled
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drawShader (_lightingLineShadowShader pdata) nSils
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depthClamp $= Disabled
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-- draw geometry surfaces
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cullFace $= Just Back
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