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-rw-r--r--src/core/shader.c15
1 files changed, 10 insertions, 5 deletions
diff --git a/src/core/shader.c b/src/core/shader.c
index 899a160..b523df7 100644
--- a/src/core/shader.c
+++ b/src/core/shader.c
@@ -267,35 +267,40 @@ Vec4* ssrS_bcpvec4(Vec3* bc, Vec4* A, Vec4* B, Vec4* C, Vec4* out) {
return out;
}
-void ssrS_lerpnum(float t, float* A, float* B, float* out) {
+float* ssrS_lerpnum(float t, float* A, float* B, float* out) {
*out = lerp(*A, *B, t);
+ return out;
}
-void ssrS_lerpcolor(float t, Color A, Color B, Color* out) {
+Color* ssrS_lerpcolor(float t, Color A, Color B, Color* out) {
*out = ssr_color(
lerp(COLOR_R(A), COLOR_R(B), t),
lerp(COLOR_G(A), COLOR_G(B), t),
lerp(COLOR_B(A), COLOR_B(B), t),
lerp(COLOR_A(A), COLOR_A(B), t)
);
+ return out;
}
-void ssrS_lerpvec2(float t, Vec2* A, Vec2* B, Vec2* out) {
+Vec2* ssrS_lerpvec2(float t, Vec2* A, Vec2* B, Vec2* out) {
out->x = lerp(A->x, B->x, t);
out->y = lerp(A->y, B->y, t);
+ return out;
}
-void ssrS_lerpvec3(float t, Vec3* A, Vec3* B, Vec3* out) {
+Vec3* ssrS_lerpvec3(float t, Vec3* A, Vec3* B, Vec3* out) {
out->x = lerp(A->x, B->x, t);
out->y = lerp(A->y, B->y, t);
out->z = lerp(A->z, B->z, t);
+ return out;
}
-void ssrS_lerpvec4(float t, Vec4* A, Vec4* B, Vec4* out) {
+Vec4* ssrS_lerpvec4(float t, Vec4* A, Vec4* B, Vec4* out) {
out->x = lerp(A->x, B->x, t);
out->y = lerp(A->y, B->y, t);
out->z = lerp(A->z, B->z, t);
out->w = lerp(A->w, B->w, t);
+ return out;
}
static Color32 _out_color[RENDER_TARGET_COUNT];