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Matrix code refactoring
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@@ -1496,8 +1496,9 @@ namespace mdl {
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vec3 axis;
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float_t angle;
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Glitter::axis_angle_from_vectors(&axis, &angle, &up, &dir);
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mat4 m;
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mat4_mult_axis_angle(&mat4_identity, &axis, angle, &m);
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mat4 m = mat4_identity;
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mat4_mul_rotation(&m, &axis, angle, &m);
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mat4_mul(&m, &mat, &mat);
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indexed = true;
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@@ -1515,8 +1516,9 @@ namespace mdl {
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vec3 axis;
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float_t angle;
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Glitter::axis_angle_from_vectors(&axis, &angle, &up, &dir);
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mat4 m;
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mat4_mult_axis_angle(&mat4_identity, &axis, angle, &m);
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mat4 m = mat4_identity;
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mat4_mul_rotation(&m, &axis, angle, &m);
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mat4_mul(&m, &mat, &mat);
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indexed = true;
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@@ -3339,7 +3341,7 @@ void obj_scene_shader_data::set_projection_view(const mat4& view, const mat4& pr
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g_view[1] = temp.row1;
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g_view[2] = temp.row2;
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mat4_inverse(&view, &temp);
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mat4_invert(&view, &temp);
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mat4_transpose(&temp, &temp);
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g_view_inverse[0] = temp.row0;
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g_view_inverse[1] = temp.row1;
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@@ -3360,7 +3362,7 @@ void obj_batch_shader_data::set_g_joint(const mat4& mat) {
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g_joint[1] = temp.row1;
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g_joint[2] = temp.row2;
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mat4_inverse(&mat, &temp);
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mat4_invert(&mat, &temp);
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mat4_transpose(&temp, &temp);
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g_joint_inverse[0] = temp.row0;
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g_joint_inverse[1] = temp.row1;
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@@ -3383,7 +3385,7 @@ void obj_batch_shader_data::set_transforms(const mat4& model, const mat4& view,
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g_worlds[1] = temp.row1;
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g_worlds[2] = temp.row2;
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mat4_inverse(&model, &temp);
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mat4_invert(&model, &temp);
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g_worlds_invtrans[0] = temp.row0;
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g_worlds_invtrans[1] = temp.row1;
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g_worlds_invtrans[2] = temp.row2;
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@@ -3396,7 +3398,7 @@ void obj_batch_shader_data::set_transforms(const mat4& model, const mat4& view,
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g_worldview[1] = temp.row1;
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g_worldview[2] = temp.row2;
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mat4_inverse(&mv, &temp);
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mat4_invert(&mv, &temp);
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mat4_transpose(&temp, &temp);
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g_worldview_inverse[0] = temp.row0;
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g_worldview_inverse[1] = temp.row1;
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