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| author | Ray <[email protected]> | 2021-03-14 11:05:51 +0100 |
|---|---|---|
| committer | Ray <[email protected]> | 2021-03-14 11:05:51 +0100 |
| commit | 01e28263be9869b28acae5cf1128472269626edb (patch) | |
| tree | 7536aebc3ff6273926fc52c4aa5929dd2b96fba6 /examples/shaders/shaders_custom_uniform.c | |
| parent | 75038baf716a79606e86d46dad9d527bbb65628a (diff) | |
| download | raylib-01e28263be9869b28acae5cf1128472269626edb.tar.gz raylib-01e28263be9869b28acae5cf1128472269626edb.zip | |
WARNING: VERY BREAKING CHANGE: Renamed some enum values for consistency
Some enums values have been renamed to be more consistent and also provide a more detailed description:
- ShaderLocationIndex: LOC_VERTEX_POSITION -> SHADER_SHADER_LOC_VERTEX_POSITION
- ShaderUniformDataType: UNIFORM_VEC2 -> SHADER_UNIFORM_VEC2
- MaterialMapType: MAP_ALBEDO -> MATERIAL_MAP_ALBEDO
- PixelFormat: UNCOMPRESSED_GRAYSCALE -> PIXELFORMAT_UNCOMPRESSED_GRAYSCALE
Diffstat (limited to 'examples/shaders/shaders_custom_uniform.c')
| -rw-r--r-- | examples/shaders/shaders_custom_uniform.c | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/examples/shaders/shaders_custom_uniform.c b/examples/shaders/shaders_custom_uniform.c index 2e46bc13..ca8ad553 100644 --- a/examples/shaders/shaders_custom_uniform.c +++ b/examples/shaders/shaders_custom_uniform.c @@ -45,7 +45,7 @@ int main(void) Model model = LoadModel("resources/models/barracks.obj"); // Load OBJ model Texture2D texture = LoadTexture("resources/models/barracks_diffuse.png"); // Load model texture (diffuse map) - model.materials[0].maps[MAP_DIFFUSE].texture = texture; // Set model diffuse texture + model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set model diffuse texture Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position @@ -79,7 +79,7 @@ int main(void) swirlCenter[1] = screenHeight - mousePosition.y; // Send new value to the shader to be used on drawing - SetShaderValue(shader, swirlCenterLoc, swirlCenter, UNIFORM_VEC2); + SetShaderValue(shader, swirlCenterLoc, swirlCenter, SHADER_UNIFORM_VEC2); UpdateCamera(&camera); // Update camera //---------------------------------------------------------------------------------- |
