add colored lighting back in via the colormap

This commit is contained in:
asrael 2026-02-05 03:27:35 -06:00
parent 01e6059dd1
commit 05b2849f16
9 changed files with 73 additions and 37 deletions

View file

@ -2,14 +2,14 @@
#include <string.h>
extern u8 pxl8_shader_lit(pxl8_shader_ctx* ctx, const pxl8_shader_bindings* bindings, const pxl8_shader_uniforms* uniforms);
extern u8 pxl8_shader_unlit(pxl8_shader_ctx* ctx, const pxl8_shader_bindings* bindings, const pxl8_shader_uniforms* uniforms);
extern void pxl8_shader_lit(const pxl8_shader_ctx* ctx, const pxl8_shader_bindings* bindings, const pxl8_shader_uniforms* uniforms, u8* colors_out);
extern void pxl8_shader_unlit(const pxl8_shader_ctx* ctx, const pxl8_shader_bindings* bindings, const pxl8_shader_uniforms* uniforms, u8* colors_out);
void pxl8_shader_registry_init(void) {}
void pxl8_shader_registry_reload(void) {}
pxl8_shader_fn pxl8_shader_registry_get(const char* name) {
if (strcmp(name, "lit") == 0) return (pxl8_shader_fn)pxl8_shader_lit;
if (strcmp(name, "unlit") == 0) return (pxl8_shader_fn)pxl8_shader_unlit;
if (strcmp(name, "lit") == 0) return pxl8_shader_lit;
if (strcmp(name, "unlit") == 0) return pxl8_shader_unlit;
return NULL;
}