diff options
Diffstat (limited to 'src/shaders')
-rw-r--r-- | src/shaders/common/core.h | 10 | ||||
-rw-r--r-- | src/shaders/default.c | 5 | ||||
-rw-r--r-- | src/shaders/pbr.c | 4 | ||||
-rw-r--r-- | src/shaders/unlit.c | 5 |
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; } |