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authorRay <[email protected]>2021-06-28 12:15:08 +0200
committerRay <[email protected]>2021-06-28 12:15:08 +0200
commit790cbb4d0fbaffc71bf5439de40bb3e44b6658db (patch)
tree28da8cc6db8a0b95a26923a77aaad274f19ef2ca /examples
parentbbdb33e603760bde9e4f936df876cc4130cabefc (diff)
downloadraylib.com-790cbb4d0fbaffc71bf5439de40bb3e44b6658db.tar.gz
raylib.com-790cbb4d0fbaffc71bf5439de40bb3e44b6658db.zip
Reviewed uniform names
Diffstat (limited to 'examples')
-rw-r--r--examples/web/models/resources/shaders/glsl100/cubemap.vs6
-rw-r--r--examples/web/models/resources/shaders/glsl100/skybox.vs10
-rw-r--r--examples/web/models/resources/shaders/glsl330/cubemap.vs6
-rw-r--r--examples/web/models/resources/shaders/glsl330/skybox.vs10
4 files changed, 16 insertions, 16 deletions
diff --git a/examples/web/models/resources/shaders/glsl100/cubemap.vs b/examples/web/models/resources/shaders/glsl100/cubemap.vs
index fd8d17e..6f486fb 100644
--- a/examples/web/models/resources/shaders/glsl100/cubemap.vs
+++ b/examples/web/models/resources/shaders/glsl100/cubemap.vs
@@ -4,8 +4,8 @@
attribute vec3 vertexPosition;
// Input uniform values
-uniform mat4 projection;
-uniform mat4 view;
+uniform mat4 matProjection;
+uniform mat4 matView;
// Output vertex attributes (to fragment shader)
varying vec3 fragPosition;
@@ -16,5 +16,5 @@ void main()
fragPosition = vertexPosition;
// Calculate final vertex position
- gl_Position = projection*view*vec4(vertexPosition, 1.0);
+ gl_Position = matProjection*matView*vec4(vertexPosition, 1.0);
}
diff --git a/examples/web/models/resources/shaders/glsl100/skybox.vs b/examples/web/models/resources/shaders/glsl100/skybox.vs
index 0d00d54..e440ace 100644
--- a/examples/web/models/resources/shaders/glsl100/skybox.vs
+++ b/examples/web/models/resources/shaders/glsl100/skybox.vs
@@ -4,8 +4,8 @@
attribute vec3 vertexPosition;
// Input uniform values
-uniform mat4 projection;
-uniform mat4 view;
+uniform mat4 matProjection;
+uniform mat4 matView;
// Output vertex attributes (to fragment shader)
varying vec3 fragPosition;
@@ -16,9 +16,9 @@ void main()
fragPosition = vertexPosition;
// Remove translation from the view matrix
- mat4 rotView = mat4(mat3(view));
- vec4 clipPos = projection*rotView*vec4(vertexPosition, 1.0);
+ mat4 rotView = mat4(mat3(matView));
+ vec4 clipPos = matProjection*rotView*vec4(vertexPosition, 1.0);
// Calculate final vertex position
- gl_Position = clipPos.xyzw;
+ gl_Position = clipPos;
}
diff --git a/examples/web/models/resources/shaders/glsl330/cubemap.vs b/examples/web/models/resources/shaders/glsl330/cubemap.vs
index 5721eaa..8c1cde4 100644
--- a/examples/web/models/resources/shaders/glsl330/cubemap.vs
+++ b/examples/web/models/resources/shaders/glsl330/cubemap.vs
@@ -12,8 +12,8 @@
in vec3 vertexPosition;
// Input uniform values
-uniform mat4 projection;
-uniform mat4 view;
+uniform mat4 matProjection;
+uniform mat4 matView;
// Output vertex attributes (to fragment shader)
out vec3 fragPosition;
@@ -24,5 +24,5 @@ void main()
fragPosition = vertexPosition;
// Calculate final vertex position
- gl_Position = projection*view*vec4(vertexPosition, 1.0);
+ gl_Position = matProjection*matView*vec4(vertexPosition, 1.0);
}
diff --git a/examples/web/models/resources/shaders/glsl330/skybox.vs b/examples/web/models/resources/shaders/glsl330/skybox.vs
index 4fe9a2c..3260d66 100644
--- a/examples/web/models/resources/shaders/glsl330/skybox.vs
+++ b/examples/web/models/resources/shaders/glsl330/skybox.vs
@@ -12,8 +12,8 @@
in vec3 vertexPosition;
// Input uniform values
-uniform mat4 projection;
-uniform mat4 view;
+uniform mat4 matProjection;
+uniform mat4 matView;
// Output vertex attributes (to fragment shader)
out vec3 fragPosition;
@@ -24,9 +24,9 @@ void main()
fragPosition = vertexPosition;
// Remove translation from the view matrix
- mat4 rotView = mat4(mat3(view));
- vec4 clipPos = projection*rotView*vec4(vertexPosition, 1.0);
+ mat4 rotView = mat4(mat3(matView));
+ vec4 clipPos = matProjection*rotView*vec4(vertexPosition, 1.0);
// Calculate final vertex position
- gl_Position = clipPos.xyzw;
+ gl_Position = clipPos;
}