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update helpers/location to 'frosted' ui
[carveJwlIkooP6JGAAIwe30JlM.git]
/
depth_compare.h
diff --git
a/depth_compare.h
b/depth_compare.h
index 8b64586bdd5e3d5efe931fd9cd22501daf9fcc8a..592381bd3ad29c7f7c189487571f56f90744ea8f 100644
(file)
--- a/
depth_compare.h
+++ b/
depth_compare.h
@@
-1,14
+1,14
@@
-#ifndef DEPTH_COMPARE_H
-#define DEPTH_COMPARE_H
-
+#pragma once
#include "vg/vg_m.h"
#include "vg/vg_m.h"
+#include "skaterift.h"
#include "render.h"
#include "render.h"
-static void depth_compare_bind(
+static
inline
void depth_compare_bind(
void (*uTexSceneDepth)(int),
void (*uInverseRatioDepth)(v3f),
void (*uInverseRatioMain)(v3f),
void (*uTexSceneDepth)(int),
void (*uInverseRatioDepth)(v3f),
void (*uInverseRatioMain)(v3f),
- camera *cam ){
+ vg_camera *cam )
+{
uTexSceneDepth( 5 );
render_fb_bind_texture( gpipeline.fb_main, 2, 5 );
v3f inverse;
uTexSceneDepth( 5 );
render_fb_bind_texture( gpipeline.fb_main, 2, 5 );
v3f inverse;
@@
-20,5
+20,3
@@
static void depth_compare_bind(
inverse[2] = cam->farz-cam->nearz;
uInverseRatioMain( inverse );
}
inverse[2] = cam->farz-cam->nearz;
uInverseRatioMain( inverse );
}
-
-#endif /* DEPTH_COMPARE_H */