Rename create_shader to register_shader
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@ -14,8 +14,8 @@ struct shader_repo {
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internal ShaderRepo g_repository = {0};
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ShaderID create_shader(void *shader, VertexShader *vertex,
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FragmentShader *fragment) {
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ShaderID register_shader(void *shader, VertexShader *vertex,
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FragmentShader *fragment) {
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if (g_repository.count + 1 >= MAX_SHADER_COUNT) {
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return INVALID_SHADER;
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}
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@ -35,8 +35,8 @@ typedef FragmentResult(FragmentShader)(void *shader, const FragmentData *data,
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const Colour *colour,
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const Model *model);
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ShaderID create_shader(void *shader, VertexShader *vertex,
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FragmentShader *fragment);
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ShaderID register_shader(void *shader, VertexShader *vertex,
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FragmentShader *fragment);
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V3f run_vertex_shader(ShaderID shader, const V3f *vertex,
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const Buffer *out_buf);
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FragmentResult run_fragment_shader(ShaderID shader, const FragmentData *data,
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@ -56,14 +56,14 @@ void load_shaders(void) {
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perspective.projection = perspective_projection;
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orthographic.projection = orthographic_projection;
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perspective_phong =
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create_shader(&perspective, general_shader_vertex, phong_shader_fragment);
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perspective_albedo = create_shader(&perspective, general_shader_vertex,
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albedo_shader_fragment);
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orthographic_phong = create_shader(&orthographic, general_shader_vertex,
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phong_shader_fragment);
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orthographic_albedo = create_shader(&orthographic, general_shader_vertex,
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albedo_shader_fragment);
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perspective_phong = register_shader(&perspective, general_shader_vertex,
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phong_shader_fragment);
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perspective_albedo = register_shader(&perspective, general_shader_vertex,
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albedo_shader_fragment);
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orthographic_phong = register_shader(&orthographic, general_shader_vertex,
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phong_shader_fragment);
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orthographic_albedo = register_shader(&orthographic, general_shader_vertex,
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albedo_shader_fragment);
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}
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internal V3f general_shader_vertex(void *shader, const V3f *vertex,
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