#include "main.h" #define inline #include void load_fix_matrix( unsigned int shader, float ratio ) { mat4 m; glm_lookat( (vec3){0,0,-5}, (vec3){0,0,0}, (vec3){0,1,0}, m ); gload_mat4( shader, "cam", (float*)m ); glm_perspective( 45.0, ratio, 3, 7, m ); gload_mat4( shader, "pry", (float*)m ); } void load_rot_matrix( unsigned int shader, char angle, unsigned char i ) { mat4 m; char * name[] = {"rotx", "roty", "rotz"}; vec3 axis = {0,0,0}; axis[(int)i]=1; glm_rotate_make( m, (float)angle/0xff*GLM_PI, axis ); gload_mat4( shader, name[(int)i], (float*)m ); }