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authorRay <[email protected]>2021-03-14 11:05:51 +0100
committerRay <[email protected]>2021-03-14 11:05:51 +0100
commit01e28263be9869b28acae5cf1128472269626edb (patch)
tree7536aebc3ff6273926fc52c4aa5929dd2b96fba6 /examples/shaders/shaders_fog.c
parent75038baf716a79606e86d46dad9d527bbb65628a (diff)
downloadraylib-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_fog.c')
-rw-r--r--examples/shaders/shaders_fog.c18
1 files changed, 9 insertions, 9 deletions
diff --git a/examples/shaders/shaders_fog.c b/examples/shaders/shaders_fog.c
index 78f8c9ca..63a2cce0 100644
--- a/examples/shaders/shaders_fog.c
+++ b/examples/shaders/shaders_fog.c
@@ -62,23 +62,23 @@ int main(void)
Texture texture = LoadTexture("resources/texel_checker.png");
// Assign texture to default model material
- modelA.materials[0].maps[MAP_DIFFUSE].texture = texture;
- modelB.materials[0].maps[MAP_DIFFUSE].texture = texture;
- modelC.materials[0].maps[MAP_DIFFUSE].texture = texture;
+ modelA.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
+ modelB.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
+ modelC.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
// Load shader and set up some uniforms
Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/base_lighting.vs", GLSL_VERSION),
TextFormat("resources/shaders/glsl%i/fog.fs", GLSL_VERSION));
- shader.locs[LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel");
- shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
+ shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel");
+ shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
// Ambient light level
int ambientLoc = GetShaderLocation(shader, "ambient");
- SetShaderValue(shader, ambientLoc, (float[4]){ 0.2f, 0.2f, 0.2f, 1.0f }, UNIFORM_VEC4);
+ SetShaderValue(shader, ambientLoc, (float[4]){ 0.2f, 0.2f, 0.2f, 1.0f }, SHADER_UNIFORM_VEC4);
float fogDensity = 0.15f;
int fogDensityLoc = GetShaderLocation(shader, "fogDensity");
- SetShaderValue(shader, fogDensityLoc, &fogDensity, UNIFORM_FLOAT);
+ SetShaderValue(shader, fogDensityLoc, &fogDensity, SHADER_UNIFORM_FLOAT);
// NOTE: All models share the same shader
modelA.materials[0].shader = shader;
@@ -112,14 +112,14 @@ int main(void)
if (fogDensity < 0.0) fogDensity = 0.0;
}
- SetShaderValue(shader, fogDensityLoc, &fogDensity, UNIFORM_FLOAT);
+ SetShaderValue(shader, fogDensityLoc, &fogDensity, SHADER_UNIFORM_FLOAT);
// Rotate the torus
modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateX(-0.025));
modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateZ(0.012));
// Update the light shader with the camera view position
- SetShaderValue(shader, shader.locs[LOC_VECTOR_VIEW], &camera.position.x, UNIFORM_VEC3);
+ SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], &camera.position.x, SHADER_UNIFORM_VEC3);
//----------------------------------------------------------------------------------
// Draw