Continue shader refactor
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+2
-2
@@ -339,12 +339,12 @@ instanceLightMap cfig nWalls nSils nCaps toPos tanormals lightPoints pdata = do
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glDepthFunc GL_ALWAYS
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glColorMask GL_TRUE GL_TRUE GL_TRUE GL_TRUE
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glStencilFunc GL_EQUAL 0 255
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glUseProgram (pdata ^. shadowLightShader . _1 . shaderUINT)
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glUseProgram (pdata ^. shadowLightShader . shaderUINT)
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-- bind world position texture
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glBindTextureUnit 0 (toPos ^. unTO)
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glBindTextureUnit 1 (tanormals ^. unTO)
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glDrawArrays
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(_unPrimitiveMode $ pdata ^. shadowLightShader . _1 . shaderPrimitive)
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(_unPrimitiveMode $ pdata ^. shadowLightShader . shaderPrimitive)
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0
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1
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glDisable GL_CULL_FACE
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