Window render bugfix
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@@ -5,7 +5,6 @@ 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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{
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{
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//fCol = vec4 (1,0.5,0,0.5);
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fCol = vCol;
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fCol = vCol;
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fPos = vPos;
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fPos = vPos;
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}
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}
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+5
-23
@@ -1,34 +1,16 @@
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#version 450 core
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#version 450 core
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struct PosCol {
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struct PosCol { vec4 pospos; vec4 col; };
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vec4 pospos;
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vec4 col;
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};
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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layout (std430, binding = 1) readonly buffer Pos { PosCol data[]; };
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layout (std430, binding = 1) readonly buffer Pos { PosCol data[]; };
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out vec4 vCol;
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out vec4 vCol;
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out vec4 vPos;
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out vec4 vPos;
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int indices[6] = {0,1,2,2,3,0};
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int indices[6] = {0,1,3,0,3,2};
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vec4 iface[6] =
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{ vec4 (-1,-1,0,1)
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, vec4 (-1,1,0,1)
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, vec4 (1,1,0,1)
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, vec4 (1,1,0,1)
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, vec4 (1,-1,0,1)
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, vec4 (-1,-1,0,1)
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};
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void main()
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void main()
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{
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{
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//const struct PosCol pc = data[gl_VertexID / 6];
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vec4 pp = data[gl_VertexID / 6].pospos;
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vCol = data[gl_VertexID / 6].col;
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vCol = data[gl_VertexID / 6].col;
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//vCol = vec4(1,0.5,0,0.5);
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vec4 pp = data[gl_VertexID / 6].pospos;
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int j = indices[gl_VertexID % 6];
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int j = indices[gl_VertexID % 6];
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float z = (j / 2 > 0 ? 5000 : 0);
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float z = (j > 1.5 ? 5000 : 0);
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//vec2 xy = (j % 2 > 0 ? pc.pospos.xy : pc.pospos.zw);
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vec2 xy = (j % 2 > 0 ? pp.xy : pp.zw);
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vec2 xy = (j % 2 > 0 ? pp.xy : pp.zw);
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vPos = vec4( xy, z, 1);
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gl_Position = theMat * vec4( xy, z, 1);
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// vPos = vec4( 0,0,0, 1);
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//vCol = pc.col;
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gl_Position = theMat * vPos;
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//gl_Position = iface[gl_VertexID % 6];
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}
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}
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+2
-2
@@ -376,8 +376,8 @@ doDrawing' win pdata u = do
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glDepthFunc GL_LEQUAL
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glDepthFunc GL_LEQUAL
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glCullFace GL_BACK
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glCullFace GL_BACK
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glDisable GL_BLEND
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glDisable GL_BLEND
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glDepthFunc GL_ALWAYS
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-- glDepthFunc GL_ALWAYS
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glDisable GL_CULL_FACE
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-- glDisable GL_CULL_FACE
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glUseProgram $ pdata ^. windowPullShader . shaderUINT
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glUseProgram $ pdata ^. windowPullShader . shaderUINT
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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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