summaryrefslogtreecommitdiffhomepage
diff options
context:
space:
mode:
authorraysan5 <[email protected]>2017-08-25 01:43:55 +0200
committerraysan5 <[email protected]>2017-08-25 01:43:55 +0200
commit0fc1323c80c2501c36741c05fd771ac1d001d049 (patch)
tree63fdca2144cd13f6a537e76d6a3f8712ae106ead
parent74fd671763cd5f59989d40234e64a1de234ca3fc (diff)
downloadraylib-0fc1323c80c2501c36741c05fd771ac1d001d049.tar.gz
raylib-0fc1323c80c2501c36741c05fd771ac1d001d049.zip
Renamed modelviewprojection matrix
-rw-r--r--examples/models/resources/shaders/pbr.vs4
-rw-r--r--examples/shaders/resources/shaders/glsl100/base.vs4
-rw-r--r--examples/shaders/resources/shaders/glsl330/base.vs4
-rw-r--r--src/rlgl.c8
4 files changed, 10 insertions, 10 deletions
diff --git a/examples/models/resources/shaders/pbr.vs b/examples/models/resources/shaders/pbr.vs
index 6a0fb238..e852ac1a 100644
--- a/examples/models/resources/shaders/pbr.vs
+++ b/examples/models/resources/shaders/pbr.vs
@@ -15,7 +15,7 @@ in vec3 vertexNormal;
in vec3 vertexTangent;
// Input uniform values
-uniform mat4 mvpMatrix;
+uniform mat4 mvp;
uniform mat4 mMatrix;
// Output vertex attributes (to fragment shader)
@@ -45,5 +45,5 @@ void main()
fragBinormal = cross(fragNormal, fragTangent);
// Calculate final vertex position
- gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
+ gl_Position = mvp*vec4(vertexPosition, 1.0);
} \ No newline at end of file
diff --git a/examples/shaders/resources/shaders/glsl100/base.vs b/examples/shaders/resources/shaders/glsl100/base.vs
index e9386939..4be76b9e 100644
--- a/examples/shaders/resources/shaders/glsl100/base.vs
+++ b/examples/shaders/resources/shaders/glsl100/base.vs
@@ -7,7 +7,7 @@ attribute vec3 vertexNormal;
attribute vec4 vertexColor;
// Input uniform values
-uniform mat4 mvpMatrix;
+uniform mat4 mvp;
// Output vertex attributes (to fragment shader)
varying vec2 fragTexCoord;
@@ -22,5 +22,5 @@ void main()
fragColor = vertexColor;
// Calculate final vertex position
- gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
+ gl_Position = mvp*vec4(vertexPosition, 1.0);
} \ No newline at end of file
diff --git a/examples/shaders/resources/shaders/glsl330/base.vs b/examples/shaders/resources/shaders/glsl330/base.vs
index 638cb8ae..f3099e82 100644
--- a/examples/shaders/resources/shaders/glsl330/base.vs
+++ b/examples/shaders/resources/shaders/glsl330/base.vs
@@ -7,7 +7,7 @@ in vec3 vertexNormal;
in vec4 vertexColor;
// Input uniform values
-uniform mat4 mvpMatrix;
+uniform mat4 mvp;
// Output vertex attributes (to fragment shader)
out vec2 fragTexCoord;
@@ -22,5 +22,5 @@ void main()
fragColor = vertexColor;
// Calculate final vertex position
- gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
+ gl_Position = mvp*vec4(vertexPosition, 1.0);
} \ No newline at end of file
diff --git a/src/rlgl.c b/src/rlgl.c
index 184277d0..373dada9 100644
--- a/src/rlgl.c
+++ b/src/rlgl.c
@@ -3251,12 +3251,12 @@ static Shader LoadShaderDefault(void)
"out vec2 fragTexCoord; \n"
"out vec4 fragColor; \n"
#endif
- "uniform mat4 mvpMatrix; \n"
+ "uniform mat4 mvp; \n"
"void main() \n"
"{ \n"
" fragTexCoord = vertexTexCoord; \n"
" fragColor = vertexColor; \n"
- " gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); \n"
+ " gl_Position = mvp*vec4(vertexPosition, 1.0); \n"
"} \n";
// Fragment shader directly defined, no external file required
@@ -3302,7 +3302,7 @@ static Shader LoadShaderDefault(void)
shader.locs[LOC_VERTEX_COLOR] = glGetAttribLocation(shader.id, "vertexColor");
// Get handles to GLSL uniform locations
- shader.locs[LOC_MATRIX_MVP] = glGetUniformLocation(shader.id, "mvpMatrix");
+ shader.locs[LOC_MATRIX_MVP] = glGetUniformLocation(shader.id, "mvp");
shader.locs[LOC_COLOR_DIFFUSE] = glGetUniformLocation(shader.id, "colDiffuse");
shader.locs[LOC_MAP_DIFFUSE] = glGetUniformLocation(shader.id, "texture0");
}
@@ -3332,7 +3332,7 @@ static void SetShaderDefaultLocations(Shader *shader)
shader->locs[LOC_VERTEX_COLOR] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_COLOR_NAME);
// Get handles to GLSL uniform locations (vertex shader)
- shader->locs[LOC_MATRIX_MVP] = glGetUniformLocation(shader->id, "mvpMatrix");
+ shader->locs[LOC_MATRIX_MVP] = glGetUniformLocation(shader->id, "mvp");
shader->locs[LOC_MATRIX_PROJECTION] = glGetUniformLocation(shader->id, "projection");
shader->locs[LOC_MATRIX_VIEW] = glGetUniformLocation(shader->id, "view");