Reformat
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@ -1,6 +1,6 @@
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#include "shaders.h"
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#include "aliases.h"
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#include "depth_shader.h"
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#include "shadow_shader.h"
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#include "main_shader.h"
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#include "render.h"
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#include "shader.h"
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@ -12,9 +12,9 @@ ShaderID perspective_albedo = {0};
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ShaderID orthographic_diffuse = {0};
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ShaderID orthographic_albedo = {0};
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internal DepthShader depth_shader = {0};
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internal Shader perspective = {0};
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internal Shader orthographic = {0};
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internal ShadowShader depth_shader = {0};
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internal Shader perspective = {0};
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internal Shader orthographic = {0};
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internal V3f g_ambient_light = {0.1f, 0.1f, 0.1f};
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internal V3f g_eye = {0.2f, -0.1f, 0.5f};
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@ -37,7 +37,7 @@ void load_shaders(M4x4f vp) {
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depth_shader.light_dir = mat3x3_mul_vec3(depth_shader.proj_mv, g_light_dir);
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normalise_v3(depth_shader.light_dir);
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// Set up main shaders matrices
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// Set up main shader matrices
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M4x4f model_view = lookat(g_eye, g_target, g_up);
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M4x4f orthographic_projection = get_projection_matrix(PROJECTION_TYPE_ORTHOGRAPHIC);
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M4x4f perspective_projection = get_projection_matrix(PROJECTION_TYPE_PERSPECTIVE);
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@ -48,10 +48,10 @@ void load_shaders(M4x4f vp) {
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perspective.viewport = vp;
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perspective.final = mat4x4_mul(perspective.viewport, perspective.proj_mv);
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perspective.final_inv = mat4x4_inv(perspective.final);
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perspective.shadow_matrix = mat4x4_mul(depth_shader.final, perspective.final_inv);
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perspective.ambient = g_ambient_light;
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perspective.light_dir = mat3x3_mul_vec3(perspective.proj_mv, g_light_dir);
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normalise_v3(perspective.light_dir);
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perspective.ambient = g_ambient_light;
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perspective.shadow_matrix = mat4x4_mul(depth_shader.final, perspective.final_inv);
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// Set up orthographic shader
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orthographic.proj_mv = mat4x4_mul(orthographic_projection, model_view);
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@ -65,9 +65,9 @@ void load_shaders(M4x4f vp) {
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orthographic.ambient = g_ambient_light;
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// Register shaders
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depth = register_shader(&depth_shader, depth_shader_vertex, depth_shader_fragment);
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perspective_diffuse = register_shader(&perspective, general_shader_vertex, diffuse_shader_fragment);
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perspective_albedo = register_shader(&perspective, general_shader_vertex, albedo_shader_fragment);
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depth = register_shader(&depth_shader, shadow_shader_vertex, shadow_shader_fragment);
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perspective_diffuse = register_shader(&perspective, general_shader_vertex, diffuse_shader_fragment);
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perspective_albedo = register_shader(&perspective, general_shader_vertex, albedo_shader_fragment);
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orthographic_diffuse = register_shader(&orthographic, general_shader_vertex, diffuse_shader_fragment);
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orthographic_albedo = register_shader(&orthographic, general_shader_vertex, albedo_shader_fragment);
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}
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@ -3,11 +3,11 @@
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#include "shader.h"
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extern ShaderID depth;
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extern ShaderID perspective_diffuse;
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extern ShaderID perspective_albedo;
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extern ShaderID orthographic_diffuse;
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extern ShaderID orthographic_albedo;
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extern ShaderID depth;
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void load_shaders(M4x4f vp);
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