Add barrel distortion shader
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+5
-1
@@ -144,8 +144,12 @@ doDrawing pdata w = do
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depthFunc $= Just Always
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bindFramebuffer Framebuffer $= defaultFramebufferObject
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clear [ColorBuffer]
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activeTexture $= TextureUnit 1
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textureBinding Texture2D $= Just (snd $ _fboBase pdata)
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drawShader (_fullscreenShader pdata) 4
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nraddist <- F.foldM (pokeShader $ _barrelShader pdata) (map Render2221 $ _radDistortion w)
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bindShaderBuffers [_barrelShader pdata] [nraddist]
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drawShader (_barrelShader pdata) 4
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activeTexture $= TextureUnit 0
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-- draw overlay
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bufferUBO $ isoMatrix 0 1 (0,0) (2,2)
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