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| author | Ray <[email protected]> | 2019-01-10 11:25:26 +0100 |
|---|---|---|
| committer | Ray <[email protected]> | 2019-01-10 11:25:26 +0100 |
| commit | 55f8dbc755c2e31d2112e71439fef0d31e8090a6 (patch) | |
| tree | e55e8b27cf4ef488167acd7bac9ec8a62c92ac97 /examples/models/models_material_pbr.c | |
| parent | 7c4a0f963dfc6f089337158ea6b78b84f4022368 (diff) | |
| download | raylib-55f8dbc755c2e31d2112e71439fef0d31e8090a6.tar.gz raylib-55f8dbc755c2e31d2112e71439fef0d31e8090a6.zip | |
WARNING: Redesigned SetShaderValue()
Diffstat (limited to 'examples/models/models_material_pbr.c')
| -rw-r--r-- | examples/models/models_material_pbr.c | 20 |
1 files changed, 10 insertions, 10 deletions
diff --git a/examples/models/models_material_pbr.c b/examples/models/models_material_pbr.c index 6885f753..f93c7a68 100644 --- a/examples/models/models_material_pbr.c +++ b/examples/models/models_material_pbr.c @@ -64,7 +64,7 @@ int main() // Send to material PBR shader camera view position float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z }; - SetShaderValue(model.material.shader, model.material.shader.locs[LOC_VECTOR_VIEW], cameraPos, 3); + SetShaderValue(model.material.shader, model.material.shader.locs[LOC_VECTOR_VIEW], cameraPos, UNIFORM_VEC3); //---------------------------------------------------------------------------------- // Draw @@ -148,9 +148,9 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness) Shader shdrBRDF = LoadShader(PATH_BRDF_VS, PATH_BRDF_FS); // Setup required shader locations - SetShaderValuei(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, 1); - SetShaderValuei(shdrIrradiance, GetShaderLocation(shdrIrradiance, "environmentMap"), (int[1]){ 0 }, 1); - SetShaderValuei(shdrPrefilter, GetShaderLocation(shdrPrefilter, "environmentMap"), (int[1]){ 0 }, 1); + SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, UNIFORM_INT); + SetShaderValue(shdrIrradiance, GetShaderLocation(shdrIrradiance, "environmentMap"), (int[1]){ 0 }, UNIFORM_INT); + SetShaderValue(shdrPrefilter, GetShaderLocation(shdrPrefilter, "environmentMap"), (int[1]){ 0 }, UNIFORM_INT); Texture2D texHDR = LoadTexture("resources/dresden_square.hdr"); Texture2D cubemap = GenTextureCubemap(shdrCubemap, texHDR, CUBEMAP_SIZE); @@ -174,14 +174,14 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness) SetTextureFilter(mat.maps[MAP_OCCLUSION].texture, FILTER_BILINEAR); // Enable sample usage in shader for assigned textures - SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "albedo.useSampler"), (int[1]){ 1 }, 1); - SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "normals.useSampler"), (int[1]){ 1 }, 1); - SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "metalness.useSampler"), (int[1]){ 1 }, 1); - SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "roughness.useSampler"), (int[1]){ 1 }, 1); - SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "occlusion.useSampler"), (int[1]){ 1 }, 1); + SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "albedo.useSampler"), (int[1]){ 1 }, UNIFORM_INT); + SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "normals.useSampler"), (int[1]){ 1 }, UNIFORM_INT); + SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "metalness.useSampler"), (int[1]){ 1 }, UNIFORM_INT); + SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "roughness.useSampler"), (int[1]){ 1 }, UNIFORM_INT); + SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "occlusion.useSampler"), (int[1]){ 1 }, UNIFORM_INT); int renderModeLoc = GetShaderLocation(mat.shader, "renderMode"); - SetShaderValuei(mat.shader, renderModeLoc, (int[1]){ 0 }, 1); + SetShaderValue(mat.shader, renderModeLoc, (int[1]){ 0 }, UNIFORM_INT); // Set up material properties color mat.maps[MAP_ALBEDO].color = albedo; |
