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| author | raysan5 <[email protected]> | 2021-07-30 13:44:52 +0200 |
|---|---|---|
| committer | raysan5 <[email protected]> | 2021-07-30 13:44:52 +0200 |
| commit | b4fddf146b1f3d7c0548263594ad7283e6a9ac71 (patch) | |
| tree | fce34d8b6d2049806f598ac59ffa6673d361a6b5 /src/config.h | |
| parent | aeb1a0da84adc9e6987e1436431ea9cf495c8802 (diff) | |
| download | raylib-b4fddf146b1f3d7c0548263594ad7283e6a9ac71.tar.gz raylib-b4fddf146b1f3d7c0548263594ad7283e6a9ac71.zip | |
REVIEWED: Added new mechanism to avoid data types collision between modules that share same data types and can be used in standalone mode
Diffstat (limited to 'src/config.h')
| -rw-r--r-- | src/config.h | 32 |
1 files changed, 16 insertions, 16 deletions
diff --git a/src/config.h b/src/config.h index 0cb81c34..084c235d 100644 --- a/src/config.h +++ b/src/config.h @@ -106,22 +106,22 @@ // Default shader vertex attribute names to set location points // NOTE: When a new shader is loaded, the following locations are tried to be set for convenience -#define DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Binded by default to shader location: 0 -#define DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Binded by default to shader location: 1 -#define DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Binded by default to shader location: 2 -#define DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Binded by default to shader location: 3 -#define DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Binded by default to shader location: 4 -#define DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Binded by default to shader location: 5 - -#define DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix -#define DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix -#define DEFAULT_SHADER_UNIFORM_NAME_PROJECTION "matProjection" // projection matrix -#define DEFAULT_SHADER_UNIFORM_NAME_MODEL "matModel" // model matrix -#define DEFAULT_SHADER_UNIFORM_NAME_NORMAL "matNormal" // normal matrix (transpose(inverse(matModelView)) -#define DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color) -#define DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0) -#define DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 "texture1" // texture1 (texture slot active 1) -#define DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 "texture2" // texture2 (texture slot active 2) +#define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Binded by default to shader location: 0 +#define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Binded by default to shader location: 1 +#define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Binded by default to shader location: 2 +#define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Binded by default to shader location: 3 +#define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Binded by default to shader location: 4 +#define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Binded by default to shader location: 5 + +#define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix +#define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix +#define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION "matProjection" // projection matrix +#define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL "matModel" // model matrix +#define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL "matNormal" // normal matrix (transpose(inverse(matModelView)) +#define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color) +#define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0) +#define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 "texture1" // texture1 (texture slot active 1) +#define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 "texture2" // texture2 (texture slot active 2) //------------------------------------------------------------------------------------ |
