Add picture shader container datatype
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+16
-20
@@ -77,32 +77,30 @@ doDrawing pdata w = do
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if w ^. config . wall_textured
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then renderTextureWalls pdata nWalls
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else renderBlankWalls pdata nWalls
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--_ <- renderFoldable pdata $ (picToAlt (Just 0) (polysToPic $ foregroundPics w) :: [RenderType])
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--_ <- renderFoldable pdata $ (picToAlt (Just 0) pic :: [RenderType])
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--FIXME _ <- renderFoldable pdata $ polysToPic $ foregroundPics w
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vfore <- pokeBindFoldableLayer pdata $ polysToPic $ foregroundPics w
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mapM_ (uncurry $ drawShaderLay 0) (vfore IM.! 0)
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--_ <- renderFoldable pdata $ map snd $ filter ((==0).fst) pic
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_ <- renderFoldable pdata $ polysToPic $ foregroundPics w
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vnums <- pokeBindFoldableLayer pdata $ pic
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mapM_ (uncurry $ drawShaderLay 0) (vnums IM.! 0)
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let shads = _pictureShaders pdata
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--mapM_ (uncurry $ drawShaderLay 0) ((,) <$> shads <*> count)
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renderLayer 0 shads vnums
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_ <- renderShader (_textureArrayShader pdata) (_floorTiles w)
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bindFramebuffer Framebuffer $= fst (_fboBloom pdata)
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clear [ColorBuffer]
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blendFunc $= (SrcAlpha,OneMinusSrcAlpha)
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--_ <- renderFoldable pdata $ map snd $ filter ((==1).fst) pic
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mapM_ (uncurry $ drawShaderLay 1) (vnums IM.! 1)
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--mapM_ (uncurry $ drawShaderLay 1) (vnums IM.! 1)
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renderLayer 1 shads vnums
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bindFramebuffer Framebuffer $= fst (_fboColor pdata)
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clear [ColorBuffer]
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depthMask $= Disabled
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mapM_ (uncurry $ drawShaderLay 3) (vnums IM.! 3)
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mapM_ (uncurry $ drawShaderLay 4) (vnums IM.! 4)
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mapM_ (uncurry $ drawShaderLay 5) (vnums IM.! 5)
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--_ <- renderFoldable pdata $ map snd $ filter ((==3).fst) pic
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--_ <- renderFoldable pdata $ map snd $ filter ((==4).fst) pic
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--_ <- renderFoldable pdata $ map snd $ filter ((==5).fst) pic
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--mapM_ (uncurry $ drawShaderLay 3) (vnums IM.! 3)
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--mapM_ (uncurry $ drawShaderLay 4) (vnums IM.! 4)
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--mapM_ (uncurry $ drawShaderLay 5) (vnums IM.! 5)
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renderLayer 3 shads vnums
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renderLayer 4 shads vnums
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renderLayer 5 shads vnums
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depthMask $= Enabled
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bindFramebuffer Framebuffer $= fst (_fboFourth1 pdata)
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@@ -145,8 +143,8 @@ doDrawing pdata w = do
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drawShader (_fullscreenShader pdata) 4
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depthFunc $= Just Lequal
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--_ <- renderFoldable pdata $ map snd $ filter ((==2).fst) pic
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mapM_ (uncurry $ drawShaderLay 2) (vnums IM.! 2)
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--mapM_ (uncurry $ drawShaderLay 2) (vnums IM.! 2)
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renderLayer 2 shads vnums
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renderWindows pdata windowPoints
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depthFunc $= Just Always
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@@ -178,9 +176,7 @@ doDrawing pdata w = do
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blend $= Enabled
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blendFunc $= (SrcAlpha,OneMinusSrcAlpha)
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vovers <- pokeBindFoldableLayer pdata $ fixedCoordPictures w
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mapM_ (uncurry $ drawShaderLay 0) (vovers IM.! 0)
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--FIXME _ <- renderFoldable pdata $ fixedCoordPictures w
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_ <- renderFoldable pdata $ fixedCoordPictures w
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depthMask $= Enabled
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eTicks <- SDL.ticks
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