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authorChris <[email protected]>2021-10-02 13:07:42 +0100
committerGitHub <[email protected]>2021-10-02 14:07:42 +0200
commit9882796df04218403fda23e2adbab8f347f88270 (patch)
treefaa9adf08fae15ece4cdc9db8edd05a223a9adb0 /examples/models
parente34c0911f9068eb99cd9cc52ddbfff1fa6b9905a (diff)
downloadraylib-9882796df04218403fda23e2adbab8f347f88270.tar.gz
raylib-9882796df04218403fda23e2adbab8f347f88270.zip
Rename BRDG typo to BDRF (#2028)
Diffstat (limited to 'examples/models')
-rw-r--r--examples/models/models_material_pbr.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/examples/models/models_material_pbr.c b/examples/models/models_material_pbr.c
index 7f11fd70..48bdfd88 100644
--- a/examples/models/models_material_pbr.c
+++ b/examples/models/models_material_pbr.c
@@ -229,7 +229,7 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
Shader shdrBRDF = LoadShader(TextFormat("resources/shaders/glsl%i/brdf.vs", GLSL_VERSION),
TextFormat("resources/shaders/glsl%i/brdf.fs", GLSL_VERSION));
- mat.maps[MATERIAL_MAP_BRDG].texture = GenTextureBRDF(shdrBRDF, BRDF_SIZE);
+ mat.maps[MATERIAL_MAP_BRDF].texture = GenTextureBRDF(shdrBRDF, BRDF_SIZE);
UnloadShader(shdrBRDF);
//--------------------------------------------------------------------------------------------------------