Reformat
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@ -1,4 +1,5 @@
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#include "depth_shader.h"
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#include "constants.h"
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#include "shader.h"
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VertexData depth_shader_vertex(void *shader, const VertexData *vert, u8 index, const Model *model) {
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@ -18,9 +19,9 @@ FragmentResult depth_shader_fragment(void *shader, const V3f *barycentric, const
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M3x3f pos_mat = {.rows = {shdr->vertices[0].position, shdr->vertices[1].position, shdr->vertices[2].position}};
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pos_mat = mat3x3_transpose(pos_mat);
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V3f position = mat3x3_mul_vec3(pos_mat, (*barycentric));
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V3f position = mat3x3_mul_vec3(pos_mat, (*barycentric));
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V4f output = {.r = position.z, .g = position.z, .b = position.z, .a = 255};
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V4f output = {.r = position.z, .g = position.z, .b = position.z, .a = 255};
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return (FragmentResult){.colour = output};
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}
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@ -7,7 +7,7 @@
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typedef struct depth_shader DepthShader;
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struct depth_shader {
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#include "shader_base.inc"
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#include "shader_base.inc"
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};
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VertexData depth_shader_vertex(void *shader, const VertexData *vert, u8 index, const Model *model);
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@ -6,7 +6,8 @@
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typedef struct shader Shader;
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struct shader {
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#include "shader_base.inc"
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#include "shader_base.inc"
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M4x4f shadow_matrix;
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};
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VertexData general_shader_vertex(void *shader, const VertexData *vert, u8 index, const Model *model);
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