diff options
Diffstat (limited to 'src/shaders/pbr.c')
-rw-r--r-- | src/shaders/pbr.c | 38 |
1 files changed, 19 insertions, 19 deletions
diff --git a/src/shaders/pbr.c b/src/shaders/pbr.c index ce56419..bd78c8b 100644 --- a/src/shaders/pbr.c +++ b/src/shaders/pbr.c @@ -1,24 +1,24 @@ #include "common.h" /*uniforms*/ -#define object2world UM4(0) -#define light UV3(0) +#define _object2world UM4(0) +#define _light UV3(0) -#define albedo_tex UTEX(0) -#define noraml_tex UTEX(1) -#define roughness_tex UTEX(2) -#define metalness_tex UTEX(3) +#define _albedo_tex UTEX(0) +#define _noraml_tex UTEX(1) +#define _roughness_tex UTEX(2) +#define _metalness_tex UTEX(3) /*varyings*/ -#define uv reg_v2_00 -#define vnormal reg_v3_05 -#define rough reg_num_00 -#define world_pos reg_v3_00 -#define depth_pos reg_v3_01 -#define clip_pos reg_v4_00 -#define world_normal reg_v3_02 -#define world_tangent reg_v3_03 -#define world_bitangent reg_v3_04 +#define _texcoord reg_v2_00 +#define _normal reg_v3_05 +#define _rough reg_num_00 +#define _world_pos reg_v3_00 +#define _depth_pos reg_v3_01 +#define _clip_pos reg_v4_00 +#define _world_normal reg_v3_02 +#define _world_tangent reg_v3_03 +#define _world_bitangent reg_v3_04 static void vert(UniformCollection* uniforms, VertexShaderIn* in, Vec4* clipcoord) { static Vec4 p; p.xyz = in->vertex->position; p.w = 1; @@ -29,11 +29,11 @@ static void vert(UniformCollection* uniforms, VertexShaderIn* in, Vec4* clipcoor in->vertex->normal.z, 1 }; - Vec4 worldnormal; mat4_mulvec4(object2world, &normal, &worldnormal); - vec3_normalize(light, light); + Vec4 worldnormal; mat4_mulvec4(_object2world, &normal, &worldnormal); + vec3_normalize(_light, _light); //*rough = 1 - vec3_dot(&worldnormal, light); //*vnormal = in->vertex->normal; - *uv = in->vertex->texcoord; + *_texcoord = in->vertex->texcoord; } static bool frag(UniformCollection* uniforms, FragmentShaderIn* in, Color32* color) { @@ -46,7 +46,7 @@ static bool frag(UniformCollection* uniforms, FragmentShaderIn* in, Color32* col //(*color).a = 1; //return 1; //float rough = 1- vec3_dot(&in->normal, light); - Color32 c = tex2d(albedo_tex, *uv); + Color32 c = tex2d(_albedo_tex, _texcoord); //Color32 nc = tex2d(noramltex, in->texcoord); //vec3_scale(&c, roughness, &c); color32_saturate(&c); |