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#ifndef _SOFTSHADEROOM_COMMON_HEADER_H_
#define _SOFTSHADEROOM_COMMON_HEADER_H_
/*
** Common shader header
*/
#include "../core/shader.h"
extern void ssrR_putline(int x0, int y0, int x1, int y1, Color color);
/*shader built in functions*/
Vec3 normal_from_color(Color32 c32);
Mat4 mat4(Vec4* c1, Vec4* c2, Vec4* c3, Vec4* c4);
Mat3 mat3(Vec3* c1, Vec3* c2, Vec3* c3);
Vec2 texsize(Texture* texture);
#define discardif(cond) \
do{ \
if(cond) return 0; \
}while(0)
#define MVP_PROCESS \
do{ \
static Vec4 p; p.xyz = in->vertex->position; p.w = 1; \
mat4_mulvec4(uniforms->mvp, &p, clipcoord); \
}while(0)
#define _model_matrix (uniforms->model)
#define _view_matrix (uniforms->view)
#define _proj_matrix (uniforms->projection)
#define _mvp_matrix (uniforms->mvp)
#define _inverse_model_matrix (uniforms->inverse_model)
#define object2clip(pos, out) 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)
#endif
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