diff options
Diffstat (limited to 'src/shaders')
-rw-r--r-- | src/shaders/common/core.h | 2 | ||||
-rw-r--r-- | src/shaders/default.c | 10 | ||||
-rw-r--r-- | src/shaders/pbr.c | 10 | ||||
-rw-r--r-- | src/shaders/unlit.c | 10 |
4 files changed, 16 insertions, 16 deletions
diff --git a/src/shaders/common/core.h b/src/shaders/common/core.h index 69ff48b..2e895c5 100644 --- a/src/shaders/common/core.h +++ b/src/shaders/common/core.h @@ -50,7 +50,7 @@ if(cond) return 0; \ #define MVP_PROCESS \ do{ \ -static Vec4 p; p.xyz = in->vertex->position; p.w = 1; \ +static Vec4 p; p.xyz = in->position; p.w = 1; \ internal_mat4_mulvec4(uniforms->mvp, &p, clipcoord); \ }while(0) diff --git a/src/shaders/default.c b/src/shaders/default.c index e05d15d..efd9f25 100644 --- a/src/shaders/default.c +++ b/src/shaders/default.c @@ -11,13 +11,13 @@ /*varyings*/ #define rough reg_num_00 -static void vert(UniformCollection* uniforms, VertexShaderIn* in, Vec4* clipcoord) { - static Vec4 p; p.xyz = in->vertex->position; p.w = 1; +static void vert(UniformCollection* uniforms, Vertex* in, Vec4* clipcoord) { + static Vec4 p; p.xyz = in->position; p.w = 1; internal_mat4_mulvec4(uniforms->mvp, &p, clipcoord); Vec4 normal = { - in->vertex->normal.x, - in->vertex->normal.y, - in->vertex->normal.z, + in->normal.x, + in->normal.y, + in->normal.z, 1 }; Vec4 worldnormal; internal_mat4_mulvec4(object2world, &normal, &worldnormal); diff --git a/src/shaders/pbr.c b/src/shaders/pbr.c index 556208e..1c74feb 100644 --- a/src/shaders/pbr.c +++ b/src/shaders/pbr.c @@ -19,14 +19,14 @@ #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; +static void vert(UniformCollection* uniforms, Vertex* in, Vec4* clipcoord) { + static Vec4 p; p.xyz = in->position; p.w = 1; object2clip(&p, clipcoord); - Vec3 worldnormal = mat4_mulvec3(*_object2world, in->vertex->normal); + Vec3 worldnormal = mat4_mulvec3(*_object2world, in->normal); worldnormal = vec3_normalize(worldnormal); //*rough = 1 - internal_vec3_dot(&worldnormal, light); - //*vnormal = in->vertex->normal; - *_texcoord = in->vertex->texcoord; + //*vnormal = in->normal; + *_texcoord = in->texcoord; _clip_pos->x = clipcoord->z; _clip_pos->y = clipcoord->w; } diff --git a/src/shaders/unlit.c b/src/shaders/unlit.c index 0b92c8c..c6a258b 100644 --- a/src/shaders/unlit.c +++ b/src/shaders/unlit.c @@ -8,13 +8,13 @@ /*varyings*/ #define rough reg_num_00 -static void vert(UniformCollection* uniforms, VertexShaderIn* in, Vec4* clipcoord) { - static Vec4 p; p.xyz = in->vertex->position; p.w = 1; +static void vert(UniformCollection* uniforms, Vertex* in, Vec4* clipcoord) { + static Vec4 p; p.xyz = in->position; p.w = 1; internal_mat4_mulvec4(uniforms->mvp, &p, clipcoord); Vec4 normal = { - in->vertex->normal.x, - in->vertex->normal.y, - in->vertex->normal.z, + in->normal.x, + in->normal.y, + in->normal.z, 1 }; Vec4 worldnormal; internal_mat4_mulvec4(object2world, &normal, &worldnormal); |