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-rw-r--r--src/shaders/common/core.h10
-rw-r--r--src/shaders/default.c5
-rw-r--r--src/shaders/pbr.c4
-rw-r--r--src/shaders/unlit.c5
4 files changed, 11 insertions, 13 deletions
diff --git a/src/shaders/common/core.h b/src/shaders/common/core.h
index 2e895c5..ef58897 100644
--- a/src/shaders/common/core.h
+++ b/src/shaders/common/core.h
@@ -7,10 +7,10 @@
/* variables */
/************************************************************************/
-#define _model_matrix (uniforms->model)
-#define _view_matrix (uniforms->view)
-#define _proj_matrix (uniforms->projection)
-#define _mvp_matrix (uniforms->mvp)
+#define _model_matrix (g_uniforms->model)
+#define _view_matrix (g_uniforms->view)
+#define _proj_matrix (g_uniforms->projection)
+#define _mvp_matrix (g_uniforms->mvp)
#define _it_model_matrix /*inverse-transpose model matrix if needed*/
// near
@@ -51,7 +51,7 @@ if(cond) return 0; \
#define MVP_PROCESS \
do{ \
static Vec4 p; p.xyz = in->position; p.w = 1; \
-internal_mat4_mulvec4(uniforms->mvp, &p, clipcoord); \
+internal_mat4_mulvec4(g_uniforms->mvp, &p, clipcoord); \
}while(0)
#define object2clip(pos, out) internal_mat4_mulvec4(_mvp_matrix, pos, out);
diff --git a/src/shaders/default.c b/src/shaders/default.c
index efd9f25..46b4b6b 100644
--- a/src/shaders/default.c
+++ b/src/shaders/default.c
@@ -11,9 +11,8 @@
/*varyings*/
#define rough reg_num_00
-static void vert(UniformCollection* uniforms, Vertex* in, Vec4* clipcoord) {
+static void vert( Vertex* in, Vec4* clipcoord) {
static Vec4 p; p.xyz = in->position; p.w = 1;
- internal_mat4_mulvec4(uniforms->mvp, &p, clipcoord);
Vec4 normal = {
in->normal.x,
in->normal.y,
@@ -25,7 +24,7 @@ static void vert(UniformCollection* uniforms, Vertex* in, Vec4* clipcoord) {
*rough = 1 - internal_vec3_dot(&worldnormal, light);
}
-static bool frag(UniformCollection* uniforms, Color32* color) {
+static bool frag( Color32* color) {
internal_vec3_normalize(light, light);
float roughness = *rough;
//(*color).r = 1;
diff --git a/src/shaders/pbr.c b/src/shaders/pbr.c
index 1c74feb..8a47051 100644
--- a/src/shaders/pbr.c
+++ b/src/shaders/pbr.c
@@ -19,7 +19,7 @@
#define _world_tangent reg_v3_03
#define _world_bitangent reg_v3_04
-static void vert(UniformCollection* uniforms, Vertex* in, Vec4* clipcoord) {
+static void vert( Vertex* in, Vec4* clipcoord) {
static Vec4 p; p.xyz = in->position; p.w = 1;
object2clip(&p, clipcoord);
Vec3 worldnormal = mat4_mulvec3(*_object2world, in->normal);
@@ -31,7 +31,7 @@ static void vert(UniformCollection* uniforms, Vertex* in, Vec4* clipcoord) {
_clip_pos->y = clipcoord->w;
}
-static bool frag(UniformCollection* uniforms, Vec4* color) {
+static bool frag( Vec4* color) {
//internal_vec3_normalize(light, light);
//internal_vec3_normalize(vnormal, vnormal);
//float roughness = *rough;
diff --git a/src/shaders/unlit.c b/src/shaders/unlit.c
index c6a258b..cc31443 100644
--- a/src/shaders/unlit.c
+++ b/src/shaders/unlit.c
@@ -8,9 +8,8 @@
/*varyings*/
#define rough reg_num_00
-static void vert(UniformCollection* uniforms, Vertex* in, Vec4* clipcoord) {
+static void vert( Vertex* in, Vec4* clipcoord) {
static Vec4 p; p.xyz = in->position; p.w = 1;
- internal_mat4_mulvec4(uniforms->mvp, &p, clipcoord);
Vec4 normal = {
in->normal.x,
in->normal.y,
@@ -22,7 +21,7 @@ static void vert(UniformCollection* uniforms, Vertex* in, Vec4* clipcoord) {
*reg_num_00 = 1 - internal_vec3_dot(&worldnormal, light);
}
-static bool frag(UniformCollection* uniforms, Color32* color) {
+static bool frag( Color32* color) {
internal_vec3_normalize(light, light);
return 1;
}