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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_simple_mask.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_simple_mask.c')
| -rw-r--r-- | examples/shaders/shaders_simple_mask.c | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/examples/shaders/shaders_simple_mask.c b/examples/shaders/shaders_simple_mask.c index df0d2b6e..88f0f91e 100644 --- a/examples/shaders/shaders_simple_mask.c +++ b/examples/shaders/shaders_simple_mask.c @@ -60,15 +60,15 @@ int main(void) // Load and apply the diffuse texture (colour map) Texture texDiffuse = LoadTexture("resources/plasma.png"); - model1.materials[0].maps[MAP_DIFFUSE].texture = texDiffuse; - model2.materials[0].maps[MAP_DIFFUSE].texture = texDiffuse; + model1.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texDiffuse; + model2.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texDiffuse; - // Using MAP_EMISSION as a spare slot to use for 2nd texture - // NOTE: Don't use MAP_IRRADIANCE, MAP_PREFILTER or MAP_CUBEMAP as they are bound as cube maps + // Using MATERIAL_MAP_EMISSION as a spare slot to use for 2nd texture + // NOTE: Don't use MATERIAL_MAP_IRRADIANCE, MATERIAL_MAP_PREFILTER or MATERIAL_MAP_CUBEMAP as they are bound as cube maps Texture texMask = LoadTexture("resources/mask.png"); - model1.materials[0].maps[MAP_EMISSION].texture = texMask; - model2.materials[0].maps[MAP_EMISSION].texture = texMask; - shader.locs[LOC_MAP_EMISSION] = GetShaderLocation(shader, "mask"); + model1.materials[0].maps[MATERIAL_MAP_EMISSION].texture = texMask; + model2.materials[0].maps[MATERIAL_MAP_EMISSION].texture = texMask; + shader.locs[SHADER_LOC_MAP_EMISSION] = GetShaderLocation(shader, "mask"); // Frame is incremented each frame to animate the shader int shaderFrame = GetShaderLocation(shader, "frame"); @@ -94,7 +94,7 @@ int main(void) rotation.z -= 0.0025f; // Send frames counter to shader for animation - SetShaderValue(shader, shaderFrame, &framesCounter, UNIFORM_INT); + SetShaderValue(shader, shaderFrame, &framesCounter, SHADER_UNIFORM_INT); // Rotate one of the models model1.transform = MatrixRotateXYZ(rotation); |
