Clouds are affected by (underlying) lightmap
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+25
-11
@@ -122,13 +122,6 @@ doDrawing pdata w = do
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viewport $= (Position 0 0
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, divideSize (w ^. config . shadow_resolution) $ Size (round $ fstV2 wins) (round $ sndV2 wins))
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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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-- blendEquation $= FuncAdd
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-- renderLayer 3 shadV layerCounts
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-- renderLayer 4 shadV layerCounts
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-- renderLayer 5 shadV layerCounts
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--
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-- depthMask $= Enabled
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-- this is not ideal if the original is not divisible by 2
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@@ -138,6 +131,27 @@ doDrawing pdata w = do
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colorMask $= Color4 Enabled Enabled Enabled Enabled
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clearColor $= Color4 0 0 0 0
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bindFramebuffer Framebuffer $= fst (_fboColor pdata)
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clearColor $= Color4 0 0 0 0
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clear [ColorBuffer]
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depthFunc $= Just Lequal
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depthMask $= Disabled
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blendFuncSeparate $= ((SrcAlpha,OneMinusSrcAlpha),(SrcAlpha,One))
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--blendFunc $= (SrcAlpha,One)
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renderLayer 2 shadV layerCounts
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clearColor $= Color4 0 0 0 0
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depthMask $= Enabled
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depthMask $= Disabled
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depthFunc $= Just Always
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textureBinding Texture2D $= Just (snd $ _fboLighting pdata)
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blend $= Enabled
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--blendFunc $= (Zero, OneMinusSrcAlpha)
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blendFuncSeparate $= ((Zero, OneMinusSrcColor),(Zero, One))
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drawShader (_fullscreenShader pdata) 4
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blendFunc $= (SrcAlpha, OneMinusSrcAlpha)
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-- renderLayer 4 shadV layerCounts
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-- renderLayer 5 shadV layerCounts
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--blend $= Disabled
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depthMask $= Disabled
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depthFunc $= Just Always
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@@ -152,7 +166,6 @@ doDrawing pdata w = do
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drawShader (_fullscreenShader pdata) 4
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blendFunc $= (SrcAlpha, OneMinusSrcAlpha)
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--textureBinding Texture2D $= Just (snd $ _fboColor pdata)
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--drawShader (_colorBlurShader pdata) 4
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blendFunc $= (SrcAlpha, One)
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textureBinding Texture2D $= Just (snd $ _fboFourth1 pdata)
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@@ -161,10 +174,11 @@ doDrawing pdata w = do
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-- textureBinding Texture2D $= Just (snd $ _fboBloom pdata)
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-- drawShader (_fullscreenShader pdata) 4
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depthFunc $= Just Lequal
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--mapM_ (uncurry $ drawShaderLay 2) (vnums IM.! 2)
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renderLayer 2 shadV layerCounts
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textureBinding Texture2D $= Just (snd $ _fboColor pdata)
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drawShader (_fullscreenShader pdata) 4
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--renderLayer 2 shadV layerCounts
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renderWindows pdata windowPoints
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depthFunc $= Just Lequal
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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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