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authorRay <[email protected]>2021-06-25 13:35:43 +0200
committerRay <[email protected]>2021-06-25 13:35:43 +0200
commite0720a0a5577cfb69ecb34fb4bd89e59f40f6b29 (patch)
tree57779983514bb66665ab497339c6348143b5ee3f /examples/models/resources/shaders/glsl100/cubemap.vs
parentd4c03b47ec625c2de723ef686d8ec306a1784ec1 (diff)
downloadraylib-e0720a0a5577cfb69ecb34fb4bd89e59f40f6b29.tar.gz
raylib-e0720a0a5577cfb69ecb34fb4bd89e59f40f6b29.zip
WARNING: REVIEWED: Default shader uniform names
When a shader is loaded, by default, several locations are tried to be set automatically.
Diffstat (limited to 'examples/models/resources/shaders/glsl100/cubemap.vs')
-rw-r--r--examples/models/resources/shaders/glsl100/cubemap.vs6
1 files changed, 3 insertions, 3 deletions
diff --git a/examples/models/resources/shaders/glsl100/cubemap.vs b/examples/models/resources/shaders/glsl100/cubemap.vs
index fd8d17e1..6f486fba 100644
--- a/examples/models/resources/shaders/glsl100/cubemap.vs
+++ b/examples/models/resources/shaders/glsl100/cubemap.vs
@@ -4,8 +4,8 @@
attribute vec3 vertexPosition;
// Input uniform values
-uniform mat4 projection;
-uniform mat4 view;
+uniform mat4 matProjection;
+uniform mat4 matView;
// Output vertex attributes (to fragment shader)
varying vec3 fragPosition;
@@ -16,5 +16,5 @@ void main()
fragPosition = vertexPosition;
// Calculate final vertex position
- gl_Position = projection*view*vec4(vertexPosition, 1.0);
+ gl_Position = matProjection*matView*vec4(vertexPosition, 1.0);
}