summaryrefslogtreecommitdiff
path: root/src/shaders
diff options
context:
space:
mode:
Diffstat (limited to 'src/shaders')
-rw-r--r--src/shaders/common.h6
-rw-r--r--src/shaders/default.c14
-rw-r--r--src/shaders/pbr.c16
-rw-r--r--src/shaders/unlit.c10
4 files changed, 23 insertions, 23 deletions
diff --git a/src/shaders/common.h b/src/shaders/common.h
index 61066e5..8d0ac83 100644
--- a/src/shaders/common.h
+++ b/src/shaders/common.h
@@ -63,14 +63,14 @@ if(cond) return 0; \
#define MVP_PROCESS \
do{ \
static Vec4 p; p.xyz = in->vertex->position; p.w = 1; \
-mat4_mulvec4(uniforms->mvp, &p, clipcoord); \
+internal_mat4_mulvec4(uniforms->mvp, &p, clipcoord); \
}while(0)
-#define object2clip(pos, out) mat4_mulvec4(_mvp_matrix, pos, out);
+#define object2clip(pos, out) internal_mat4_mulvec4(_mvp_matrix, pos, out);
/*need defined _it_model_matrix of model matrix, i-nverse, t-ranspose*/
#define object2world_normal(normal, out) \
-mat4_mulvec4(_it_model_matrix, normal, out)
+internal_mat4_mulvec4(_it_model_matrix, normal, out)
/*take sample from normal map and translate to normal*/
#define unpack_normal(color, out_v3) \
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;
}
diff --git a/src/shaders/pbr.c b/src/shaders/pbr.c
index b6238f1..89556af 100644
--- a/src/shaders/pbr.c
+++ b/src/shaders/pbr.c
@@ -28,9 +28,9 @@ 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);
- //*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);
//*vnormal = in->vertex->normal;
*_texcoord = in->vertex->texcoord;
_clip_pos->x = clipcoord->z;
@@ -38,24 +38,24 @@ static void vert(UniformCollection* uniforms, VertexShaderIn* in, Vec4* clipcoor
}
static bool frag(UniformCollection* uniforms, FragmentShaderIn* in, Color32* color) {
- //vec3_normalize(light, light);
- //vec3_normalize(vnormal, vnormal);
+ //internal_vec3_normalize(light, light);
+ //internal_vec3_normalize(vnormal, vnormal);
//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);
float depth = _clip_pos->x / _clip_pos->y;
depth = (depth + 1) / 2;
depth = linear01depth(depth);
Color32 c = tex2d(_albedo_tex, _texcoord);
//Color32 nc = tex2d(noramltex, in->texcoord);
- //vec3_scale(&c, roughness, &c);
+ //internal_vec3_scale(&c, roughness, &c);
color32_saturate(&c);
*color = c;
- //vec3_scale(color, 1 - depth, color);
+ //internal_vec3_scale(color, 1 - depth, color);
return 1;
}
diff --git a/src/shaders/unlit.c b/src/shaders/unlit.c
index 9a807af..e887d07 100644
--- a/src/shaders/unlit.c
+++ b/src/shaders/unlit.c
@@ -10,20 +10,20 @@
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);
- *reg_num_00 = 1 - vec3_dot(&worldnormal, light);
+ Vec4 worldnormal; internal_mat4_mulvec4(object2world, &normal, &worldnormal);
+ internal_vec3_normalize(light, light);
+ *reg_num_00 = 1 - internal_vec3_dot(&worldnormal, light);
}
static bool frag(UniformCollection* uniforms, FragmentShaderIn* in, Color32* color) {
- vec3_normalize(light, light);
+ internal_vec3_normalize(light, light);
return 1;
}