Shader first pass
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@@ -8,7 +8,7 @@
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#include "display/camera/camera.h"
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#include "display/framebuffer/framebuffer.h"
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#include "display/screen/screen.h"
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#include "assert/assert.h"
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#include "assert/assertgl.h"
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void cameraPushMatrixGL(camera_t *camera) {
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assertNotNull(camera, "Not a camera component");
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@@ -117,16 +117,19 @@ void cameraPushMatrixGL(camera_t *camera) {
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assertUnreachable("Invalid camera view type");
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}
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glPushMatrix();
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glLoadMatrixf((const GLfloat*)projection);
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// glPushMatrix();
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// glMatrixMode(GL_PROJECTION);
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// glLoadIdentity();
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// glLoadMatrixf((const GLfloat*)projection);
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assertNoGLError("Failed to set projection matrix");
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glLoadMatrixf((const GLfloat*)view);
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// glMatrixMode(GL_MODELVIEW);
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// glLoadIdentity();
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// glLoadMatrixf((const GLfloat*)view);
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assertNoGLError("Failed to set view matrix");
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}
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void cameraPopMatrixGL(void) {
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glPopMatrix();
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// glPopMatrix();
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assertNoGLError("Failed to pop camera matrix");
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}
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