0.2 Clean up
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@@ -27,16 +27,18 @@ mat4 ortho[] =
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void load_fix_matrix( unsigned int shader, float ratio )
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{
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mat4 m, n;
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const int d = 7;
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glm_lookat( (vec3){0,0,-5}, (vec3){0,0,0}, (vec3){0,1,0}, m );
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glm_perspective( 45.0, ratio, 2, 8, n );
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glm_lookat( (vec3){0,0,-d}, (vec3){0,0,0}, (vec3){0,1,0}, m );
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glm_perspective( CGLM_PI/4, ratio, d-3, d+3, n );
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glm_mat4_mul( n, m, m );
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gload_mat4( shader, "fix", (float*)m );
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}
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void load_mdl_matrix( unsigned int shader, unsigned char i )
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void load_mdl_matrix( unsigned int shader, unsigned char i, unsigned char c )
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{
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gload_float( shader, "idx", c );
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gload_mat4( shader, "mdl", (float*)ortho[i] );
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}
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