Refactor shaders, vbos and vaos
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+4
-6
@@ -17,13 +17,12 @@ module Shader.Data
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, vboName
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, vboPtr
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, vboAttribSizes
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, vboStride
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, vboVertexSize
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, eboName
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, eboPtr
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, shadName
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, shadVAO'
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, shadVAO
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, shadPrim'
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, shadTex'
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, shadUnis'
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@@ -39,7 +38,7 @@ import Control.Lens
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{- | Datatype containing the necessary information for a single shader. -}
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data FullShader = FullShader
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{ _shadName :: GLuint -- should be shaderID
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, _shadVAO' :: VAO
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, _shadVAO :: VAO
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, _shadPrim' :: EPrimitiveMode
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, _shadTex' :: Maybe ShaderTexture
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, _shadUnis' :: Vector GLint
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@@ -59,8 +58,7 @@ Vertex attributes are interleaved within the vbo. -}
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data VBO = VBO
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{ _vboName :: GLuint
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, _vboPtr :: Ptr Float
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, _vboAttribSizes :: [Int] -- ^ It is not clear to me if this is necessary to store or not
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, _vboStride :: Int
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, _vboVertexSize :: Int
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-- add int for AMOUNT of data poked!
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}
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data EBO = EBO
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