#pragma once #include #include namespace deerith { class shader_t; struct camera_t { glm::vec3 position{0.0f}; glm::quat rotation{1.0f, 0.0f, 0.0f, 0.0f}; float field_of_view = glm::radians(70.0f); float near_plane = 0.1f; float far_plane = 1000.0f; }; void set_camera_to_shader(const camera_t &, shader_t *); void set_transform_to_shader(const glm::vec3 &position, const glm::quat &rotation, const glm::vec3 size, shader_t *); }