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-rw-r--r--src/shaders/default.c14
1 files changed, 7 insertions, 7 deletions
diff --git a/src/shaders/default.c b/src/shaders/default.c
index f184e27..6d12c8e 100644
--- a/src/shaders/default.c
+++ b/src/shaders/default.c
@@ -13,29 +13,29 @@
static void vert(UniformCollection* uniforms, VertexShaderIn* in, Vec4* clipcoord) {
static Vec4 p; p.xyz = in->vertex->position; p.w = 1;
- mat4_mulvec4(uniforms->mvp, &p, clipcoord);
+ internal_mat4_mulvec4(uniforms->mvp, &p, clipcoord);
Vec4 normal = {
in->vertex->normal.x,
in->vertex->normal.y,
in->vertex->normal.z,
1
};
- Vec4 worldnormal; mat4_mulvec4(object2world, &normal, &worldnormal);
- vec3_normalize(light, light);
- *rough = 1 - vec3_dot(&worldnormal, light);
+ Vec4 worldnormal; internal_mat4_mulvec4(object2world, &normal, &worldnormal);
+ internal_vec3_normalize(light, light);
+ *rough = 1 - internal_vec3_dot(&worldnormal, light);
}
static bool frag(UniformCollection* uniforms, FragmentShaderIn* in, Color32* color) {
- vec3_normalize(light, light);
+ internal_vec3_normalize(light, light);
float roughness = *rough;
//(*color).r = 1;
//(*color).g = 1;
//(*color).b = 1;
//(*color).a = 1;
//return 1;
- //float rough = 1- vec3_dot(&in->normal, light);
+ //float rough = 1- internal_vec3_dot(&in->normal, light);
//Color32 nc = tex2d(noramltex, in->texcoord);
- //vec3_scale(&c, roughness, &c);
+ //internal_vec3_scale(&c, roughness, &c);
return 1;
}