From 4526c514e9665d7a9a0e0a952159549b3a526115 Mon Sep 17 00:00:00 2001 From: Abdelrahman Date: Sun, 15 Sep 2024 04:57:28 +0100 Subject: [PATCH] Reformat --- src/shader/shaders.c | 20 ++++++++++---------- src/shader/shaders.h | 2 +- 2 files changed, 11 insertions(+), 11 deletions(-) diff --git a/src/shader/shaders.c b/src/shader/shaders.c index 104ded2..d4ed13c 100644 --- a/src/shader/shaders.c +++ b/src/shader/shaders.c @@ -1,6 +1,6 @@ #include "shaders.h" #include "aliases.h" -#include "depth_shader.h" +#include "shadow_shader.h" #include "main_shader.h" #include "render.h" #include "shader.h" @@ -12,9 +12,9 @@ ShaderID perspective_albedo = {0}; ShaderID orthographic_diffuse = {0}; ShaderID orthographic_albedo = {0}; -internal DepthShader depth_shader = {0}; -internal Shader perspective = {0}; -internal Shader orthographic = {0}; +internal ShadowShader depth_shader = {0}; +internal Shader perspective = {0}; +internal Shader orthographic = {0}; internal V3f g_ambient_light = {0.1f, 0.1f, 0.1f}; internal V3f g_eye = {0.2f, -0.1f, 0.5f}; @@ -37,7 +37,7 @@ void load_shaders(M4x4f vp) { depth_shader.light_dir = mat3x3_mul_vec3(depth_shader.proj_mv, g_light_dir); normalise_v3(depth_shader.light_dir); - // Set up main shaders matrices + // Set up main shader matrices M4x4f model_view = lookat(g_eye, g_target, g_up); M4x4f orthographic_projection = get_projection_matrix(PROJECTION_TYPE_ORTHOGRAPHIC); M4x4f perspective_projection = get_projection_matrix(PROJECTION_TYPE_PERSPECTIVE); @@ -48,10 +48,10 @@ void load_shaders(M4x4f vp) { perspective.viewport = vp; perspective.final = mat4x4_mul(perspective.viewport, perspective.proj_mv); perspective.final_inv = mat4x4_inv(perspective.final); - perspective.shadow_matrix = mat4x4_mul(depth_shader.final, perspective.final_inv); + perspective.ambient = g_ambient_light; perspective.light_dir = mat3x3_mul_vec3(perspective.proj_mv, g_light_dir); normalise_v3(perspective.light_dir); - perspective.ambient = g_ambient_light; + perspective.shadow_matrix = mat4x4_mul(depth_shader.final, perspective.final_inv); // Set up orthographic shader orthographic.proj_mv = mat4x4_mul(orthographic_projection, model_view); @@ -65,9 +65,9 @@ void load_shaders(M4x4f vp) { orthographic.ambient = g_ambient_light; // Register shaders - depth = register_shader(&depth_shader, depth_shader_vertex, depth_shader_fragment); - perspective_diffuse = register_shader(&perspective, general_shader_vertex, diffuse_shader_fragment); - perspective_albedo = register_shader(&perspective, general_shader_vertex, albedo_shader_fragment); + depth = register_shader(&depth_shader, shadow_shader_vertex, shadow_shader_fragment); + perspective_diffuse = register_shader(&perspective, general_shader_vertex, diffuse_shader_fragment); + perspective_albedo = register_shader(&perspective, general_shader_vertex, albedo_shader_fragment); orthographic_diffuse = register_shader(&orthographic, general_shader_vertex, diffuse_shader_fragment); orthographic_albedo = register_shader(&orthographic, general_shader_vertex, albedo_shader_fragment); } diff --git a/src/shader/shaders.h b/src/shader/shaders.h index 3b83d94..926cd24 100644 --- a/src/shader/shaders.h +++ b/src/shader/shaders.h @@ -3,11 +3,11 @@ #include "shader.h" +extern ShaderID depth; extern ShaderID perspective_diffuse; extern ShaderID perspective_albedo; extern ShaderID orthographic_diffuse; extern ShaderID orthographic_albedo; -extern ShaderID depth; void load_shaders(M4x4f vp);