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| author | Ray <[email protected]> | 2017-08-25 01:53:15 +0200 |
|---|---|---|
| committer | GitHub <[email protected]> | 2017-08-25 01:53:15 +0200 |
| commit | c074783861994fb9f3bcc618b776a41dc57b50d0 (patch) | |
| tree | 63fdca2144cd13f6a537e76d6a3f8712ae106ead /examples/shaders | |
| parent | 910b4b5d53d9a904070807de5e8a66edadd939e3 (diff) | |
| parent | 0fc1323c80c2501c36741c05fd771ac1d001d049 (diff) | |
| download | raylib-c074783861994fb9f3bcc618b776a41dc57b50d0.tar.gz raylib-c074783861994fb9f3bcc618b776a41dc57b50d0.zip | |
Merge pull request #346 from raysan5/develop
Integrate Develop branch
Diffstat (limited to 'examples/shaders')
| -rw-r--r-- | examples/shaders/resources/shaders/glsl100/base.vs | 4 | ||||
| -rw-r--r-- | examples/shaders/resources/shaders/glsl330/base.vs | 4 | ||||
| -rw-r--r-- | examples/shaders/shaders_custom_uniform.c | 2 | ||||
| -rw-r--r-- | examples/shaders/shaders_model_shader.c | 4 | ||||
| -rw-r--r-- | examples/shaders/shaders_postprocessing.c | 2 |
5 files changed, 8 insertions, 8 deletions
diff --git a/examples/shaders/resources/shaders/glsl100/base.vs b/examples/shaders/resources/shaders/glsl100/base.vs index e9386939..4be76b9e 100644 --- a/examples/shaders/resources/shaders/glsl100/base.vs +++ b/examples/shaders/resources/shaders/glsl100/base.vs @@ -7,7 +7,7 @@ attribute vec3 vertexNormal; attribute vec4 vertexColor; // Input uniform values -uniform mat4 mvpMatrix; +uniform mat4 mvp; // Output vertex attributes (to fragment shader) varying vec2 fragTexCoord; @@ -22,5 +22,5 @@ void main() fragColor = vertexColor; // Calculate final vertex position - gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); + gl_Position = mvp*vec4(vertexPosition, 1.0); }
\ No newline at end of file diff --git a/examples/shaders/resources/shaders/glsl330/base.vs b/examples/shaders/resources/shaders/glsl330/base.vs index 638cb8ae..f3099e82 100644 --- a/examples/shaders/resources/shaders/glsl330/base.vs +++ b/examples/shaders/resources/shaders/glsl330/base.vs @@ -7,7 +7,7 @@ in vec3 vertexNormal; in vec4 vertexColor; // Input uniform values -uniform mat4 mvpMatrix; +uniform mat4 mvp; // Output vertex attributes (to fragment shader) out vec2 fragTexCoord; @@ -22,5 +22,5 @@ void main() fragColor = vertexColor; // Calculate final vertex position - gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); + gl_Position = mvp*vec4(vertexPosition, 1.0); }
\ No newline at end of file diff --git a/examples/shaders/shaders_custom_uniform.c b/examples/shaders/shaders_custom_uniform.c index 89f87df9..a0f6fd22 100644 --- a/examples/shaders/shaders_custom_uniform.c +++ b/examples/shaders/shaders_custom_uniform.c @@ -34,7 +34,7 @@ int main() Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture (diffuse map) - dwarf.material.texDiffuse = texture; // Set dwarf model diffuse texture + dwarf.material.maps[MAP_DIFFUSE].texture = texture; // Set dwarf model diffuse texture Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position diff --git a/examples/shaders/shaders_model_shader.c b/examples/shaders/shaders_model_shader.c index 51e9c1b3..f1a349c6 100644 --- a/examples/shaders/shaders_model_shader.c +++ b/examples/shaders/shaders_model_shader.c @@ -37,8 +37,8 @@ int main() Shader shader = LoadShader("resources/shaders/glsl330/base.vs", "resources/shaders/glsl330/grayscale.fs"); // Load model shader - dwarf.material.shader = shader; // Set shader effect to 3d model - dwarf.material.texDiffuse = texture; // Bind texture to model + dwarf.material.shader = shader; // Set shader effect to 3d model + dwarf.material.maps[MAP_DIFFUSE].texture = texture; // Bind texture to model Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position diff --git a/examples/shaders/shaders_postprocessing.c b/examples/shaders/shaders_postprocessing.c index bb239efa..ae77a723 100644 --- a/examples/shaders/shaders_postprocessing.c +++ b/examples/shaders/shaders_postprocessing.c @@ -76,7 +76,7 @@ int main() Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture (diffuse map) - dwarf.material.texDiffuse = texture; // Set dwarf model diffuse texture + dwarf.material.maps[MAP_DIFFUSE].texture = texture; // Set dwarf model diffuse texture Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position |
