Commit before simplifying some shader types
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@@ -19,6 +19,7 @@ data RenderData = RenderData
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, _lightingLineShadowShader :: FullShader
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, _lightingLineShadowShader :: FullShader
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, _lightingCapShader :: FullShader
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, _lightingCapShader :: FullShader
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, _lightingTextureShader :: FullShader
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, _lightingTextureShader :: FullShader
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, _alphaDivideShader :: Shader
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, _shadowEdgeShader :: FullShader
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, _shadowEdgeShader :: FullShader
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, _shadowCapShader :: FullShader
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, _shadowCapShader :: FullShader
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, _shadowWallShader :: FullShader
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, _shadowWallShader :: FullShader
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@@ -144,6 +144,7 @@ preloadRender = do
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ptr
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ptr
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0
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0
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screentexturevao <- setupVAOvbo' [2,2] 4 screentexturevbo
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screentexturevao <- setupVAOvbo' [2,2] 4 screentexturevbo
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alphadivideshader <- makeShader4UsingVAO "texture2D/alphaDivide" [vert,frag] GL_TRIANGLE_STRIP screentexturevao
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fsShad <- makeShaderUsingVAO "texture/simple" [vert, frag] ETriangleStrip screentexturevao
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fsShad <- makeShaderUsingVAO "texture/simple" [vert, frag] ETriangleStrip screentexturevao
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bloomBlurShad <- makeShaderUsingVAO "texture/bloomBlur" [vert, frag] ETriangleStrip screentexturevao
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bloomBlurShad <- makeShaderUsingVAO "texture/bloomBlur" [vert, frag] ETriangleStrip screentexturevao
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colorBlurShad <- makeShaderUsingVAO "texture/colorBlur" [vert, frag] ETriangleStrip screentexturevao
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colorBlurShad <- makeShaderUsingVAO "texture/colorBlur" [vert, frag] ETriangleStrip screentexturevao
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@@ -170,8 +171,6 @@ preloadRender = do
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(cloudshader, cloudebo)
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(cloudshader, cloudebo)
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<- makeShaderEBO "cloud/basic" [vert, frag] cloudverxsizes (sum cloudverxsizes)
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<- makeShaderEBO "cloud/basic" [vert, frag] cloudverxsizes (sum cloudverxsizes)
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GL_TRIANGLES cloudvbo
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GL_TRIANGLES cloudvbo
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-- -- bind fixed vertex data
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-- bufferPokedVBO (snd fsShad) 4
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framebuf2 <- setupTextureFramebuffer 800 600
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framebuf2 <- setupTextureFramebuffer 800 600
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framebuf3 <- setupTextureFramebuffer 800 600
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framebuf3 <- setupTextureFramebuffer 800 600
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@@ -229,6 +228,7 @@ preloadRender = do
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, _windowShader = wallBlankShad{_shadVAO = winColVAO}
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, _windowShader = wallBlankShad{_shadVAO = winColVAO}
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-- , _textureArrayShader = textArrayShad
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-- , _textureArrayShader = textArrayShad
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, _fullscreenShader = fsShad
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, _fullscreenShader = fsShad
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, _alphaDivideShader = alphadivideshader
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, _lightingTextureShader = lightingTextureShad
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, _lightingTextureShader = lightingTextureShad
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, _bloomBlurShader = bloomBlurShad
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, _bloomBlurShader = bloomBlurShad
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, _colorBlurShader = colorBlurShad
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, _colorBlurShader = colorBlurShad
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@@ -4,6 +4,7 @@ module Shader.Compile (
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makeShaderEBO,
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makeShaderEBO,
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makeShader,
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makeShader,
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makeShader4,
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makeShader4,
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makeShader4UsingVAO,
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makeByteStringShaderUsingVAO,
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makeByteStringShaderUsingVAO,
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makeShaderSized,
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makeShaderSized,
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makeShaderUsingVAO,
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makeShaderUsingVAO,
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@@ -93,6 +94,22 @@ makeShader4 s shaderlist sizes strd pm vbo = do
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, _shadTex' = Nothing
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, _shadTex' = Nothing
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}
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}
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makeShader4UsingVAO ::
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-- | First part of the name of the shader
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String ->
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-- | shader types
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[GLenum] ->
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GLenum ->
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VAO ->
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IO Shader
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makeShader4UsingVAO s shaderlist pm vao = do
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prog <- makeSourcedShader s shaderlist
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return $ Shader
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{ _shaderUINT = prog
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, _shaderVAO = vao
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, _shaderPrimitive = pm
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}
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setupVBO :: Int -> IO VBO
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setupVBO :: Int -> IO VBO
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setupVBO vertexsize = do
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setupVBO vertexsize = do
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vboname <- mglCreate glCreateBuffers
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vboname <- mglCreate glCreateBuffers
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