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-rw-r--r--src/core/shader.h11
1 files changed, 2 insertions, 9 deletions
diff --git a/src/core/shader.h b/src/core/shader.h
index d74581d..fd71f5a 100644
--- a/src/core/shader.h
+++ b/src/core/shader.h
@@ -169,15 +169,6 @@ Register registers[REG_TOTAL];
ActiveReg active_regs[REG_TOTAL];
uint open_regsi[REG_TOTAL]; /*draw call用到的寄存器,可以索引到registers和active_regs*/
-#define REG_NUM_OFFSET 0
-#define REG_V2_OFFSET 4
-#define REG_V3_OFFSET 10
-#define REG_V4_OFFSET 18
-#define REG_NUM(i) (registers[i])
-#define REG_V2(i) (registers[REG_V2_OFFSET + i])
-#define REG_V3(i) (registers[REG_V3_OFFSET + i])
-#define REG_V4(i) (registers[REG_V4_OFFSET + i])
-
/*寄存器指针accessor,指向寄存器中的某个值,用于在shader里快速访问,使用错误可能会出现野指针*/
float *reg_num_00, *reg_num_01, *reg_num_02, *reg_num_03;
Vec2 *reg_v2_00, *reg_v2_01, *reg_v2_02, *reg_v2_03, *reg_v2_04, *reg_v2_05;
@@ -196,6 +187,8 @@ void ssrS_setupregisterpoints(int idx);
/*设置寄存器指针,指向fragIn结构*/
void ssrS_setregtofragin();
+void ssrS_solveprops(uint varying, Vec3* bc, Vert* a, Vert* b, Vert* c);
+
#define tex2d(tex, uv) \
texture_sampling(tex, ssr_getfiltermode(), ssr_getwrapmode(), (uv).x, (uv).y)