doh! fragment-shader war rot zu testzwecken -.-
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@ -8,5 +8,5 @@ out vec4 fg_FragColor;
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void main(void)
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void main(void)
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{
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{
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//copy-shader
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//copy-shader
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fg_FragColor = vec4(1,0,0,1) + 0.01* fg_SmoothColor;
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fg_FragColor = fg_SmoothColor;
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}
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}
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@ -11,7 +11,7 @@ in vec3 fg_VertexIn;
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in vec3 fg_NormalIn;
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in vec3 fg_NormalIn;
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//output-data for later stages
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//output-data for later stages
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out vec4 fg_SmoothColor;
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smooth out vec4 fg_SmoothColor;
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void main()
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void main()
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{
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{
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@ -71,10 +71,10 @@ fgVertexIndex = (ToFloat, mapVertexArrayDescriptor 3 7) --vertex after normal
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getMapBufferObject :: IO (BufferObject, NumArrayIndices)
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getMapBufferObject :: IO (BufferObject, NumArrayIndices)
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getMapBufferObject = do
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getMapBufferObject = do
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map' <- testmap
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map' <- testmap
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! map' <- return $ P.map (*1) (generateTriangles map')
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! map' <- return $ generateTriangles map'
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putStrLn $ P.unlines $ P.map show (prettyMap map')
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--putStrLn $ P.unlines $ P.map show (prettyMap map')
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len <- return $ fromIntegral $ P.length map' `div` numComponents
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len <- return $ fromIntegral $ P.length map' `div` numComponents
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putStrLn $ P.unwords ["num verts",show len]
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putStrLn $ P.unwords ["num verts in map:",show len]
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bo <- genObjectName -- create a new buffer
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bo <- genObjectName -- create a new buffer
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bindBuffer ArrayBuffer $= Just bo -- bind buffer
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bindBuffer ArrayBuffer $= Just bo -- bind buffer
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withArray map' $ \buffer ->
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withArray map' $ \buffer ->
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