diff --git a/src/shader/shader.c b/src/shader/shader.c index ace6d61..0e18ffb 100644 --- a/src/shader/shader.c +++ b/src/shader/shader.c @@ -14,8 +14,8 @@ struct shader_repo { internal ShaderRepo g_repository = {0}; -ShaderID create_shader(void *shader, VertexShader *vertex, - FragmentShader *fragment) { +ShaderID register_shader(void *shader, VertexShader *vertex, + FragmentShader *fragment) { if (g_repository.count + 1 >= MAX_SHADER_COUNT) { return INVALID_SHADER; } diff --git a/src/shader/shader.h b/src/shader/shader.h index 314a6bd..55c6b7c 100644 --- a/src/shader/shader.h +++ b/src/shader/shader.h @@ -35,8 +35,8 @@ typedef FragmentResult(FragmentShader)(void *shader, const FragmentData *data, const Colour *colour, const Model *model); -ShaderID create_shader(void *shader, VertexShader *vertex, - FragmentShader *fragment); +ShaderID register_shader(void *shader, VertexShader *vertex, + FragmentShader *fragment); V3f run_vertex_shader(ShaderID shader, const V3f *vertex, const Buffer *out_buf); FragmentResult run_fragment_shader(ShaderID shader, const FragmentData *data, diff --git a/src/shader/shaders.c b/src/shader/shaders.c index 6100892..51289d1 100644 --- a/src/shader/shaders.c +++ b/src/shader/shaders.c @@ -56,14 +56,14 @@ void load_shaders(void) { perspective.projection = perspective_projection; orthographic.projection = orthographic_projection; - perspective_phong = - create_shader(&perspective, general_shader_vertex, phong_shader_fragment); - perspective_albedo = create_shader(&perspective, general_shader_vertex, - albedo_shader_fragment); - orthographic_phong = create_shader(&orthographic, general_shader_vertex, - phong_shader_fragment); - orthographic_albedo = create_shader(&orthographic, general_shader_vertex, - albedo_shader_fragment); + perspective_phong = register_shader(&perspective, general_shader_vertex, + phong_shader_fragment); + perspective_albedo = register_shader(&perspective, general_shader_vertex, + albedo_shader_fragment); + orthographic_phong = register_shader(&orthographic, general_shader_vertex, + phong_shader_fragment); + orthographic_albedo = register_shader(&orthographic, general_shader_vertex, + albedo_shader_fragment); } internal V3f general_shader_vertex(void *shader, const V3f *vertex,