a mess but stable
[carveJwlIkooP6JGAAIwe30JlM.git] / depth_compare.h
index 8b64586bdd5e3d5efe931fd9cd22501daf9fcc8a..1db5665a7bd15992a9562c97fff8d86d97b2e5b2 100644 (file)
@@ -1,24 +1,23 @@
-#ifndef DEPTH_COMPARE_H
-#define DEPTH_COMPARE_H
-
+#pragma once
 #include "vg/vg_m.h"
+#include "vg/vg_framebuffer.h"
+#include "skaterift.h"
 #include "render.h"
 
-static void depth_compare_bind( 
+static inline void depth_compare_bind( 
       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 );
+   vg_framebuffer_bind_texture( g_render.fb_main, 2, 5 );
    v3f inverse;
-   render_fb_inverse_ratio( gpipeline.fb_main, inverse );
-   inverse[2] = skaterift.cam.farz-skaterift.cam.nearz;
+   vg_framebuffer_inverse_ratio( g_render.fb_main, inverse );
+   inverse[2] = g_render.cam.farz-g_render.cam.nearz;
 
    uInverseRatioDepth( inverse );
-   render_fb_inverse_ratio( NULL, inverse );
+   vg_framebuffer_inverse_ratio( NULL, inverse );
    inverse[2] = cam->farz-cam->nearz;
    uInverseRatioMain( inverse );
 }
-
-#endif /* DEPTH_COMPARE_H */