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| author | Ruminant <[email protected]> | 2021-06-24 17:48:48 +0100 |
|---|---|---|
| committer | GitHub <[email protected]> | 2021-06-24 18:48:48 +0200 |
| commit | f3eff740cece7481ca7d1631703c02a1029ff729 (patch) | |
| tree | d0f8482d8bd06d026e3717401068285c5725f626 | |
| parent | f4c171aa45543bf148b0b983eedd96ad08cd9553 (diff) | |
| download | raylib-f3eff740cece7481ca7d1631703c02a1029ff729.tar.gz raylib-f3eff740cece7481ca7d1631703c02a1029ff729.zip | |
fix to LoadShaderFromMemory (#1851)
- the shader.locs now match the LoadShader function
Without this change, the lighting sample looks incorrect when
using LoadShaderFromMemory
Co-authored-by: Ruminant <[email protected]>
| -rw-r--r-- | src/core.c | 3 |
1 files changed, 2 insertions, 1 deletions
@@ -2414,8 +2414,9 @@ RLAPI Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode) // Get handles to GLSL uniform locations (vertex shader) shader.locs[SHADER_LOC_MATRIX_MVP] = rlGetLocationUniform(shader.id, "mvp"); - shader.locs[SHADER_LOC_MATRIX_PROJECTION] = rlGetLocationUniform(shader.id, "projection"); shader.locs[SHADER_LOC_MATRIX_VIEW] = rlGetLocationUniform(shader.id, "view"); + shader.locs[SHADER_LOC_MATRIX_PROJECTION] = rlGetLocationUniform(shader.id, "projection"); + shader.locs[SHADER_LOC_MATRIX_NORMAL] = rlGetLocationUniform(shader.id, "matNormal"); // Get handles to GLSL uniform locations (fragment shader) shader.locs[SHADER_LOC_COLOR_DIFFUSE] = rlGetLocationUniform(shader.id, "colDiffuse"); |
