Work on distortion shader
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+6
-4
@@ -25,7 +25,6 @@ import Graphics.GL.Core45
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import MatrixHelper
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import Render
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import qualified SDL
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import Shader
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import Shader.Bind
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import Shader.Data
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import Shader.Poke
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@@ -369,10 +368,13 @@ doDrawing' win pdata u = do
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glDrawArrays GL_TRIANGLES 0 6
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(RadialDistortion (V2 a b) (V2 c d) (V2 e f) g:_) -> do
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glBindFramebuffer GL_FRAMEBUFFER (pdata ^. fbo2 . _1 . unFBO)
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pokeArray (shadVBOptr $ _barrelShader pdata) [a, b, c, d, e, f, g]
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bufferPokedVBO (snd $ _barrelShader pdata) 1
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pokeArray (pdata ^. barrelShader . _2 . vboPtr) [a, b, c, d, e, f]
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withArray [a, b, c, d, e, f, g] $
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glNamedBufferSubData (pdata ^. barrelShader . _2 . vboName) 0
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(6 * fromIntegral (sizeOf (0 :: Float)))
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glBindTextureUnit 1 $ pdata ^. fboBase . _2 . _1 . unTO
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drawShader (fst $ _barrelShader pdata) 1
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glUseProgram (pdata ^. barrelShader . _1)
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glDrawArrays GL_TRIANGLES 0 6
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glBindTextureUnit 0 $ pdata ^. fbo2 . _2 . unTO
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glBindFramebuffer GL_FRAMEBUFFER 0
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glUseProgram (pdata ^. fullscreenShader)
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