add motion vectors to all shaders
[carveJwlIkooP6JGAAIwe30JlM.git] / player_audio.h
index 3c86e3bde847df75fbccdea7e9701e95e909e29e..8e5c0d2c83e7affb77a30396380bde604e7e05f1 100644 (file)
@@ -53,7 +53,7 @@ VG_STATIC void player_audio(void)
    v3f ears = { 1.0f,0.0f,0.0f };
    v3f delta;
 
-   float *cam = camera_pos,
+   float *cam = main_camera.transform[3],
          *pos = phys->rb.co;
    
    audio_player_set_position( &audio_player0, phys->rb.co );
@@ -63,16 +63,16 @@ VG_STATIC void player_audio(void)
    audio_player_set_position( &audio_player_gate, world.render_gate_pos );
    audio_player_set_vol( &audio_player_gate, 5.0f );
 
-   v3_sub( phys->rb.co, camera_pos, delta );
+   v3_sub( phys->rb.co, main_camera.transform[3], delta );
    v3_normalize( delta );
-   m3x3_mulv( camera_mtx, ears, ears );
+   m3x3_mulv( main_camera.transform, ears, ears );
 
    /* TODO, Make function */
    v3_copy( ears, vg_audio.listener_ears );
-   v3_copy( camera_pos, vg_audio.listener_pos );
+   v3_copy( main_camera.transform[3], vg_audio.listener_pos );
 
    /* Tunnel / occlusion */
-   audio_sample_occlusion( camera_pos );
+   audio_sample_occlusion( main_camera.transform[3] );
 
    int sprite_avail = -1;
    for( int i=0; i<vg_list_size(ambient_sprites); i++ )