Add "cap" shadow shader
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+2
-1
@@ -60,8 +60,8 @@ doDrawing pdata w = do
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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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$ youBox w
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++ polyToTris (map addC $ screenPolygon w)
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++ concatMap polyToGeoRender (foregroundPics w)
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++ polyToTris (map addC $ screenPolygon w)
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-- bind wall points, silhouette data, surface geometry
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uncurry bindShaderBuffers $ unzip
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[ ( _wallTextureShader pdata, nWalls)
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@@ -174,6 +174,7 @@ doDrawing pdata w = do
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viewport $= (Position 0 0, Size (round $ fstV2 wins) (round $ sndV2 wins))
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depthFunc $= Just Always
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blendFunc $= (One,Zero)
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-- perform any radial distortion
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case _radDistortion w of
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[] -> do
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