Tweak
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@@ -1,6 +1,7 @@
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#version 450 core
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#version 450 core
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layout (location=0) out vec4 fCol;
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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=1) out vec4 fPos;
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layout(binding = 3) uniform sampler2D cloudpos;
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in vec4 vCol;
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in vec4 vCol;
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in vec4 vPos;
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in vec4 vPos;
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void main()
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void main()
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@@ -97,7 +97,8 @@ scalp cr = overPosSH (translateToES cr OnHead) fhead
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-- | oneH cr = rotateSH 0.5 $ translateSHxy 2.5 0 fhead
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-- | oneH cr = rotateSH 0.5 $ translateSHxy 2.5 0 fhead
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-- | otherwise = translateSHxy 2.5 0 fhead
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-- | otherwise = translateSHxy 2.5 0 fhead
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where
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where
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fhead = colorSH (greyN 0.9) . upperPrismPolyHalfST 5 $ polyCirc 3 5
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fhead = (colorSH (greyN 0.9) . upperPrismPolyHalfST 5 $ polyCirc 3 5)
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& each . sfShadowImportance .~ Unimportant
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torso :: Creature -> Shape
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torso :: Creature -> Shape
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{-# INLINE torso #-}
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{-# INLINE torso #-}
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+4
-3
@@ -295,6 +295,7 @@ doDrawing' win pdata u = do
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pdata
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pdata
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--draw windows onto window buffer
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--draw windows onto window buffer
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glBindFramebuffer GL_FRAMEBUFFER (pdata ^. fboWindow . _1 . unFBO)
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glBindFramebuffer GL_FRAMEBUFFER (pdata ^. fboWindow . _1 . unFBO)
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glBindTextureUnit 3 (pdata ^. fboPos . _2 . unTO)
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withArray [GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1] $
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withArray [GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1] $
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glNamedFramebufferDrawBuffers (pdata ^. fboWindow . _1 . unFBO) 2
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glNamedFramebufferDrawBuffers (pdata ^. fboWindow . _1 . unFBO) 2
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withArray [0, 0, 0, 0] $
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withArray [0, 0, 0, 0] $
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@@ -304,9 +305,9 @@ doDrawing' win pdata u = do
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glEnable GL_CULL_FACE
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glEnable GL_CULL_FACE
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glEnable GL_DEPTH_CLAMP
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glEnable GL_DEPTH_CLAMP
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glDepthFunc GL_LEQUAL
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glDepthFunc GL_LEQUAL
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glDisable GL_BLEND
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glDepthMask GL_FALSE
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-- glDepthFunc GL_ALWAYS
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glEnable GL_BLEND
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-- glDisable GL_CULL_FACE
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glBlendFunc GL_SRC_ALPHA GL_ONE
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glUseProgram $ pdata ^. windowPullShader
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glUseProgram $ pdata ^. windowPullShader
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glBindVertexArray $ pdata ^. dummyVAO . vaoName
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glBindVertexArray $ pdata ^. dummyVAO . vaoName
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glDrawArrays GL_TRIANGLES 0 (fromIntegral nWins * 6)
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glDrawArrays GL_TRIANGLES 0 (fromIntegral nWins * 6)
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