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-rw-r--r--src/render/pbr.c16
1 files changed, 8 insertions, 8 deletions
diff --git a/src/render/pbr.c b/src/render/pbr.c
index cfa02fc..044e6eb 100644
--- a/src/render/pbr.c
+++ b/src/render/pbr.c
@@ -25,11 +25,11 @@ GPU_Renderpass* PBR_RPassCreate() {
}
void PBR_PipelinesCreate(PBR_Storage* storage, GPU_Renderpass* rpass) {
- // Common shader bindings
- ShaderDataLayout camera_data = Binding_Camera_GetLayout(NULL);
- ShaderDataLayout model_data = Binding_Model_GetLayout(NULL);
- ShaderDataLayout material_data = PBRMaterial_GetLayout(NULL);
- ShaderDataLayout lights_data = Binding_Lights_GetLayout(NULL);
+ // Common shader bindings
+ ShaderDataLayout camera_data = Binding_Camera_GetLayout(NULL);
+ ShaderDataLayout model_data = Binding_Model_GetLayout(NULL);
+ ShaderDataLayout material_data = PBRMaterial_GetLayout(NULL);
+ ShaderDataLayout lights_data = Binding_Lights_GetLayout(NULL);
// Static
{
@@ -144,9 +144,9 @@ void PBR_Execute(PBR_Storage* storage, Camera camera, TextureHandle shadowmap_te
Binding_Model model_data = { .model = renderable.affine };
GPU_EncodeBindShaderData(enc, 1, Binding_Model_GetLayout(&model_data));
- AnimDataUniform anim_data = {0};
- for (int i =0; i < 4; i++) {
- anim_data.bone_matrices[i] = mat4_ident();
+ AnimDataUniform anim_data = { 0 };
+ for (int i = 0; i < 4; i++) {
+ anim_data.bone_matrices[i] = mat4_ident();
}
GPU_EncodeBindShaderData(enc, 3, AnimData_GetLayout(&anim_data));
// Calculate matrices here