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authorraysan5 <[email protected]>2021-07-30 13:44:52 +0200
committerraysan5 <[email protected]>2021-07-30 13:44:52 +0200
commitb4fddf146b1f3d7c0548263594ad7283e6a9ac71 (patch)
treefce34d8b6d2049806f598ac59ffa6673d361a6b5 /src/config.h
parentaeb1a0da84adc9e6987e1436431ea9cf495c8802 (diff)
downloadraylib-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.h32
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)
//------------------------------------------------------------------------------------