diff options
Diffstat (limited to 'examples/web/shaders/shaders_basic_lighting.c')
| -rw-r--r-- | examples/web/shaders/shaders_basic_lighting.c | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/examples/web/shaders/shaders_basic_lighting.c b/examples/web/shaders/shaders_basic_lighting.c index 2bcae63..05b5acc 100644 --- a/examples/web/shaders/shaders_basic_lighting.c +++ b/examples/web/shaders/shaders_basic_lighting.c @@ -95,16 +95,16 @@ int main(void) texture = LoadTexture("resources/texel_checker.png"); // Assign texture to default model material - modelA.materials[0].maps[MAP_DIFFUSE].texture = texture; - modelB.materials[0].maps[MAP_DIFFUSE].texture = texture; - modelC.materials[0].maps[MAP_DIFFUSE].texture = texture; + modelA.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; + modelB.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; + modelC.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; shader = LoadShader(TextFormat("resources/shaders/glsl%i/base_lighting.vs", GLSL_VERSION), TextFormat("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION)); // Get some shader loactions - shader.locs[LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel"); - shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos"); + shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel"); + shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos"); // ambient light level ambientLoc = GetShaderLocation(shader, "ambient"); @@ -187,7 +187,7 @@ void UpdateDrawFrame(void) // Update the light shader with the camera view position float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z }; - SetShaderValue(shader, shader.locs[LOC_VECTOR_VIEW], cameraPos, UNIFORM_VEC3); + SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, UNIFORM_VEC3); //---------------------------------------------------------------------------------- // Draw |
