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[glsl] Use vec4f_t in a few more places
No idea if it makes a noticeable speed difference, but it makes a huge readability difference.
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1 changed files with 10 additions and 10 deletions
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@ -183,20 +183,20 @@ static void
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make_quad (mspriteframe_t *frame, vec4f_t vpn, vec4f_t vright,
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vec4f_t vup, float verts[6][3])
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{
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vec3_t left, up, right, down;
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vec3_t ul, ur, ll, lr;
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vec4f_t left, up, right, down;
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vec4f_t ul, ur, ll, lr;
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// build the sprite poster in worldspace
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// first, rotate the sprite axes into world space
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VectorScale (vright, frame->right, right);
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VectorScale (vup, frame->up, up);
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VectorScale (vright, frame->left, left);
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VectorScale (vup, frame->down, down);
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right = frame->right * vright;
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up = frame->up * vup;
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left = frame->left * vright;
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down = frame->down * vup;
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// next, build the sprite corners from the axes
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VectorAdd (up, left, ul);
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VectorAdd (up, right, ur);
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VectorAdd (down, left, ll);
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VectorAdd (down, right, lr);
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ul = up + left;
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ur = up + right;
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ll = down + left;
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lr = down + right;
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// finally, translate the sprite corners, creating two triangles
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VectorAdd (currententity->origin, ul, verts[0]); // first triangle
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VectorAdd (currententity->origin, ur, verts[1]);
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