X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_gate.h;h=d92537eb1566fada932ddb4c4dc121828f776eaf;hb=aa4c26eae2208872824e0eb5b71bc05c16d43242;hp=1bf8afef0c4584d294bbe044780fbbd4485759d3;hpb=3e8fda9c7cbc50d1ae95195905c953bdeedf71b9;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_gate.h b/world_gate.h index 1bf8afe..d92537e 100644 --- a/world_gate.h +++ b/world_gate.h @@ -10,10 +10,9 @@ #include "render.h" #include "camera.h" -#include "shaders/gatelq.h" +#include "shaders/model_gate.h" #include "world_water.h" - VG_STATIC void gate_transform_update( teleport_gate *gate ) { m4x3f to_local; @@ -32,7 +31,7 @@ VG_STATIC void world_gates_init(void) { vg_info( "world_gates_init\n" ); - shader_gatelq_register(); + shader_model_gate_register(); vg_linear_clear( vg_mem.scratch ); mdl_context *mgate = mdl_load_full( vg_mem.scratch, "models/rs_gate.mdl" ); @@ -110,12 +109,12 @@ VG_STATIC int render_gate( teleport_gate *gate, camera *cam ) m4x3_copy( gate->to_world, gate_xform ); m4x3_scalev( gate_xform, (v3f){ gate->dims[0], gate->dims[1], 1.0f } ); - shader_gatelq_use(); - shader_gatelq_uPv( cam->mtx.pv ); - shader_gatelq_uMdl( gate_xform ); - shader_gatelq_uCam( cam->pos ); - shader_gatelq_uTime( vg.time*0.25f ); - shader_gatelq_uInvRes( (v2f){ + shader_model_gate_use(); + shader_model_gate_uPv( cam->mtx.pv ); + shader_model_gate_uMdl( gate_xform ); + shader_model_gate_uCam( cam->pos ); + shader_model_gate_uTime( vg.time*0.25f ); + shader_model_gate_uInvRes( (v2f){ 1.0f / (float)vg.window_x, 1.0f / (float)vg.window_y });