Map shader base, add memory util.

This commit is contained in:
2025-03-02 17:29:00 -06:00
parent 639da129f6
commit 122997c58c
35 changed files with 511 additions and 75 deletions

View File

@ -12,7 +12,7 @@ out vec2 v_TextureCoord;
void main() {
uint instanceIndex = uint(gl_InstanceID);
uint indiceIndex = uint(gl_VertexID % 6);
uint indiceIndex = quadGetIndiceIndex(gl_VertexID);
vec2 vert = entityGetVertice(instanceIndex, indiceIndex);
vec2 uv = quadGetTextureCoordinate(indiceIndex);

View File

@ -7,6 +7,7 @@
#include "assert/assert.h"
#include "assert/assertgl.h"
#include "util/memory.h"
#include "entityshader.h"
#include "entity_vert.glsl.h"
#include "entity_frag.glsl.h"
@ -16,7 +17,7 @@
entityshader_t ENTITY_SHADER;
void entityShaderInit() {
memset(&ENTITY_SHADER, 0, sizeof(entityshader_t));
memoryZero(&ENTITY_SHADER, sizeof(entityshader_t));
shaderInit(
&ENTITY_SHADER.shader,