implement grid and heightmap with lambert shading
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17
src/util.h
17
src/util.h
@@ -11,14 +11,15 @@ struct vertex_t
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glm::vec4 pos;
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glm::vec2 uvs;
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glm::vec2 uvs2;
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vertex_t() : pos(0), uvs(0), uvs2(0) {}
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vertex_t(glm::vec2 p) : pos(p, 0, 1), uvs(0), uvs2(0) {}
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vertex_t(glm::vec2 p, glm::vec2 uv) : pos(p, 0, 1), uvs(uv), uvs2(0) {}
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vertex_t(glm::vec3 p) : pos(p, 1), uvs(0), uvs2(0) {}
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vertex_t(glm::vec3 p, glm::vec2 uv) : pos(p, 1), uvs(uv), uvs2(0) {}
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vertex_t(glm::vec4 p) : pos(p), uvs(0), uvs2(0) {}
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vertex_t(glm::vec4 p, glm::vec2 uv) : pos(p), uvs(uv), uvs2(0) {}
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vertex_t(glm::vec4 p, glm::vec2 uv, glm::vec2 uv2) : pos(p), uvs(uv), uvs2(uv2) {}
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glm::vec3 nor;
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vertex_t() : pos(0), uvs(0), uvs2(0), nor(0) {}
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vertex_t(glm::vec2 p) : pos(p, 0, 1), uvs(0), uvs2(0), nor(0) {}
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vertex_t(glm::vec2 p, glm::vec2 uv) : pos(p, 0, 1), uvs(uv), uvs2(0), nor(0) {}
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vertex_t(glm::vec3 p) : pos(p, 1), uvs(0), uvs2(0), nor(0) {}
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vertex_t(glm::vec3 p, glm::vec2 uv) : pos(p, 1), uvs(uv), uvs2(0), nor(0) {}
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vertex_t(glm::vec4 p) : pos(p), uvs(0), uvs2(0), nor(0) {}
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vertex_t(glm::vec4 p, glm::vec2 uv) : pos(p), uvs(uv), uvs2(0), nor(0) {}
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vertex_t(glm::vec4 p, glm::vec2 uv, glm::vec2 uv2) : pos(p), uvs(uv), uvs2(uv2), nor(0) {}
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};
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uint16_t constexpr const_hash(const char* input)
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