diff options
| author | nathan <nathansmith@disroot.org> | 2025-10-19 00:13:15 +0000 |
|---|---|---|
| committer | nathan <nathansmith@disroot.org> | 2025-10-19 00:13:15 +0000 |
| commit | 6b6b37dfed2ae3278c8d2322e48443410b26d87f (patch) | |
| tree | 2d72345604ed157f17341a0ea113240b49ccf535 /src/assets.c | |
| parent | e3f220ee2003e93b2a1ebc335630fac8444a412e (diff) | |
| download | FindThings-6b6b37dfed2ae3278c8d2322e48443410b26d87f.tar.gz FindThings-6b6b37dfed2ae3278c8d2322e48443410b26d87f.tar.bz2 FindThings-6b6b37dfed2ae3278c8d2322e48443410b26d87f.zip | |
Ye retro colors
Diffstat (limited to 'src/assets.c')
| -rw-r--r-- | src/assets.c | 11 |
1 files changed, 7 insertions, 4 deletions
diff --git a/src/assets.c b/src/assets.c index 0180d03..6619c21 100644 --- a/src/assets.c +++ b/src/assets.c @@ -25,7 +25,7 @@ const char imageAssetPaths[IMAGE_ASSET_COUNT][FT_NAMEMAX] = { const char shaderAssetNames[SHADER_ASSET_COUNT][FT_NAMEMAX] = { "skybox", "instancing", - "color-depth" + "postprocessing" }; const char modelAssetPaths[MODEL_ASSET_COUNT][FT_NAMEMAX] = { @@ -35,7 +35,8 @@ const char modelAssetPaths[MODEL_ASSET_COUNT][FT_NAMEMAX] = { "ShopKeeper.obj" // John and Ron ARE NOT the same person }; -void initShaderAssets(Shader shaders[SHADER_ASSET_COUNT]) +void initShaderAssets(Shader shaders[SHADER_ASSET_COUNT], + const Settings* settings) { // Skybox. Shader shader = shaders[SKYBOX_SHADER]; @@ -45,6 +46,8 @@ void initShaderAssets(Shader shaders[SHADER_ASSET_COUNT]) // Instancing. shader = shaders[INSTANCING_SHADER]; shader.locs[SHADER_LOC_MATRIX_MVP] = GetShaderLocation(shader, "mvp"); + + // Postprocessing. } void initModelAssets(Assets* assets) @@ -63,7 +66,7 @@ void initModelAssets(Assets* assets) do they also pronounce Mario as Mor-io? */ -void initAssets(Assets* assets) +void initAssets(Assets* assets, const Settings* settings) { // Textures. for (int index = 0; index < TEXTURE_ASSET_COUNT; ++index) @@ -89,7 +92,7 @@ void initAssets(Assets* assets) shaderAssetNames[index])); } - initShaderAssets(assets->shaders); + initShaderAssets(assets->shaders, settings); // Models. for (int index = 0; index < MODEL_ASSET_COUNT; ++index) |
