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-rw-r--r--examples/web/shaders/shaders_basic_lighting.c2
-rw-r--r--examples/web/shaders/shaders_custom_uniform.c2
-rw-r--r--examples/web/shaders/shaders_fog.c2
-rw-r--r--examples/web/shaders/shaders_model_shader.c2
-rw-r--r--examples/web/shaders/shaders_rlgl_mesh_instanced.c2
-rw-r--r--examples/web/shaders/shaders_simple_mask.c2
6 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 e21ee14..b290a19 100644
--- a/examples/web/shaders/shaders_basic_lighting.c
+++ b/examples/web/shaders/shaders_basic_lighting.c
@@ -83,7 +83,7 @@ int main(void)
camera.target = (Vector3){ 0.0f, 0.5f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 45.0f; // Camera field-of-view Y
- camera.type = CAMERA_PERSPECTIVE; // Camera mode type
+ camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
// Load models
modelA = LoadModelFromMesh(GenMeshTorus(0.4f, 1.0f, 16, 32));
diff --git a/examples/web/shaders/shaders_custom_uniform.c b/examples/web/shaders/shaders_custom_uniform.c
index e574dc4..27fae05 100644
--- a/examples/web/shaders/shaders_custom_uniform.c
+++ b/examples/web/shaders/shaders_custom_uniform.c
@@ -68,7 +68,7 @@ int main(void)
camera.target = (Vector3){ 0.0f, 1.5f, 0.0f };
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
camera.fovy = 45.0f;
- camera.type = CAMERA_PERSPECTIVE;
+ camera.projection = CAMERA_PERSPECTIVE;
model = LoadModel("resources/models/barracks.obj"); // Load OBJ model
texture = LoadTexture("resources/models/barracks_diffuse.png"); // Load model texture
diff --git a/examples/web/shaders/shaders_fog.c b/examples/web/shaders/shaders_fog.c
index 0b36bcf..0e0b000 100644
--- a/examples/web/shaders/shaders_fog.c
+++ b/examples/web/shaders/shaders_fog.c
@@ -84,7 +84,7 @@ int main(void)
camera.target = (Vector3){ 0.0f, 0.5f, 0.0f };
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
camera.fovy = 45.0f;
- camera.type = CAMERA_PERSPECTIVE;
+ camera.projection = CAMERA_PERSPECTIVE;
// Load models and texture
modelA = LoadModelFromMesh(GenMeshTorus(0.4f, 1.0f, 16, 32));
diff --git a/examples/web/shaders/shaders_model_shader.c b/examples/web/shaders/shaders_model_shader.c
index 18abea5..e69ab8d 100644
--- a/examples/web/shaders/shaders_model_shader.c
+++ b/examples/web/shaders/shaders_model_shader.c
@@ -63,7 +63,7 @@ int main(void)
camera.target = (Vector3){ 0.0f, 1.0f, -1.0f };
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
camera.fovy = 45.0f;
- camera.type = CAMERA_PERSPECTIVE;
+ camera.projection = CAMERA_PERSPECTIVE;
model = LoadModel("resources/models/watermill.obj"); // Load OBJ model
texture = LoadTexture("resources/models/watermill_diffuse.png"); // Load model texture
diff --git a/examples/web/shaders/shaders_rlgl_mesh_instanced.c b/examples/web/shaders/shaders_rlgl_mesh_instanced.c
index a42882b..b4105d1 100644
--- a/examples/web/shaders/shaders_rlgl_mesh_instanced.c
+++ b/examples/web/shaders/shaders_rlgl_mesh_instanced.c
@@ -77,7 +77,7 @@ int main(void)
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
camera.fovy = 45.0f;
- camera.type = CAMERA_PERSPECTIVE;
+ camera.projection = CAMERA_PERSPECTIVE;
cube = GenMeshCube(1.0f, 1.0f, 1.0f);
diff --git a/examples/web/shaders/shaders_simple_mask.c b/examples/web/shaders/shaders_simple_mask.c
index 79effab..390d602 100644
--- a/examples/web/shaders/shaders_simple_mask.c
+++ b/examples/web/shaders/shaders_simple_mask.c
@@ -76,7 +76,7 @@ int main(void)
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
camera.fovy = 45.0f;
- camera.type = CAMERA_PERSPECTIVE;
+ camera.projection = CAMERA_PERSPECTIVE;
// Define our three models to show the shader on
torus = GenMeshTorus(.3, 1, 16, 32);