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-rw-r--r--src/shaders/common/core.h18
1 files changed, 9 insertions, 9 deletions
diff --git a/src/shaders/common/core.h b/src/shaders/common/core.h
index ef58897..216af15 100644
--- a/src/shaders/common/core.h
+++ b/src/shaders/common/core.h
@@ -34,24 +34,24 @@ Vec4 _screen_params;
/************************************************************************/
/*shader built in functions*/
-Vec3 unpacknormal(Color32 c32);
+Vec3 decode_normal(Color32 c32);
Mat4 mat4(Vec4* c1, Vec4* c2, Vec4* c3, Vec4* c4);
Mat3 mat3(Vec3* c1, Vec3* c2, Vec3* c3);
-Vec2 texsize(Texture* texture);
+Vec2 texture_size(Texture* texture);
#define discardif(cond) \
-do{ \
-if(cond) return 0; \
+do{ \
+if(cond) return 0; \
}while(0)
#define discard() return 0
-#define keep() return 1
+#define put() return 1
#define MVP_PROCESS \
do{ \
-static Vec4 p; p.xyz = in->position; p.w = 1; \
-internal_mat4_mulvec4(g_uniforms->mvp, &p, clipcoord); \
+static Vec4 p; p.xyz = in->position; p.w = 1; \
+internal_mat4_mulvec4(g_uniforms->mvp, &p, clipcoord); \
}while(0)
#define object2clip(pos, out) internal_mat4_mulvec4(_mvp_matrix, pos, out);
@@ -66,7 +66,7 @@ out_v3->x = color.x * 2 - 1; \
out_v3->y = color.y * 2 - 1; \
out_v3->z = color.z * 2 - 1;
-float linear01Depth(float depth);
-float linearEyeDepth(float depth);
+float linear_01_depth(float depth);
+float linear_eye_depth(float depth);
#endif \ No newline at end of file