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| author | Ray <[email protected]> | 2018-05-06 00:44:59 +0200 |
|---|---|---|
| committer | Ray <[email protected]> | 2018-05-06 00:44:59 +0200 |
| commit | 04db494db0d8bd6b645c941a9920925531d6ad5e (patch) | |
| tree | be2b3adaec6d70a5717248fa3e69564d14712ed1 /examples/models | |
| parent | f14492432d590cef90cb747a2063f6998a61f108 (diff) | |
| download | raylib-04db494db0d8bd6b645c941a9920925531d6ad5e.tar.gz raylib-04db494db0d8bd6b645c941a9920925531d6ad5e.zip | |
Renamed shader variable
Diffstat (limited to 'examples/models')
| -rw-r--r-- | examples/models/models_material_pbr.c | 2 | ||||
| -rw-r--r-- | examples/models/resources/shaders/pbr.vs | 6 |
2 files changed, 4 insertions, 4 deletions
diff --git a/examples/models/models_material_pbr.c b/examples/models/models_material_pbr.c index 33f13e2c..d50ef3da 100644 --- a/examples/models/models_material_pbr.c +++ b/examples/models/models_material_pbr.c @@ -122,7 +122,7 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness) mat.shader.locs[LOC_MAP_BRDF] = GetShaderLocation(mat.shader, "brdfLUT"); // Set view matrix location - mat.shader.locs[LOC_MATRIX_MODEL] = GetShaderLocation(mat.shader, "mMatrix"); + mat.shader.locs[LOC_MATRIX_MODEL] = GetShaderLocation(mat.shader, "matModel"); mat.shader.locs[LOC_MATRIX_VIEW] = GetShaderLocation(mat.shader, "view"); mat.shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(mat.shader, "viewPos"); diff --git a/examples/models/resources/shaders/pbr.vs b/examples/models/resources/shaders/pbr.vs index 885cb199..8bd3faa1 100644 --- a/examples/models/resources/shaders/pbr.vs +++ b/examples/models/resources/shaders/pbr.vs @@ -16,7 +16,7 @@ in vec4 vertexTangent; // Input uniform values uniform mat4 mvp; -uniform mat4 mMatrix; +uniform mat4 matModel; // Output vertex attributes (to fragment shader) out vec3 fragPosition; @@ -31,10 +31,10 @@ void main() vec3 vertexBinormal = cross(vertexNormal, vec3(vertexTangent)); // Calculate fragment normal based on normal transformations - mat3 normalMatrix = transpose(inverse(mat3(mMatrix))); + mat3 normalMatrix = transpose(inverse(mat3(matModel))); // Calculate fragment position based on model transformations - fragPosition = vec3(mMatrix*vec4(vertexPosition, 1.0f)); + fragPosition = vec3(matModel*vec4(vertexPosition, 1.0f)); // Send vertex attributes to fragment shader fragTexCoord = vertexTexCoord; |
