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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/core.c | |
| 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/core.c')
| -rw-r--r-- | src/core.c | 30 |
1 files changed, 15 insertions, 15 deletions
@@ -2317,25 +2317,25 @@ RLAPI Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode) // NOTE: If any location is not found, loc point becomes -1 // Get handles to GLSL input attibute locations - shader.locs[SHADER_LOC_VERTEX_POSITION] = rlGetLocationAttrib(shader.id, DEFAULT_SHADER_ATTRIB_NAME_POSITION); - shader.locs[SHADER_LOC_VERTEX_TEXCOORD01] = rlGetLocationAttrib(shader.id, DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD); - shader.locs[SHADER_LOC_VERTEX_TEXCOORD02] = rlGetLocationAttrib(shader.id, DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2); - shader.locs[SHADER_LOC_VERTEX_NORMAL] = rlGetLocationAttrib(shader.id, DEFAULT_SHADER_ATTRIB_NAME_NORMAL); - shader.locs[SHADER_LOC_VERTEX_TANGENT] = rlGetLocationAttrib(shader.id, DEFAULT_SHADER_ATTRIB_NAME_TANGENT); - shader.locs[SHADER_LOC_VERTEX_COLOR] = rlGetLocationAttrib(shader.id, DEFAULT_SHADER_ATTRIB_NAME_COLOR); + shader.locs[SHADER_LOC_VERTEX_POSITION] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION); + shader.locs[SHADER_LOC_VERTEX_TEXCOORD01] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD); + shader.locs[SHADER_LOC_VERTEX_TEXCOORD02] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2); + shader.locs[SHADER_LOC_VERTEX_NORMAL] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL); + shader.locs[SHADER_LOC_VERTEX_TANGENT] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT); + shader.locs[SHADER_LOC_VERTEX_COLOR] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR); // Get handles to GLSL uniform locations (vertex shader) - shader.locs[SHADER_LOC_MATRIX_MVP] = rlGetLocationUniform(shader.id, DEFAULT_SHADER_UNIFORM_NAME_MVP); - shader.locs[SHADER_LOC_MATRIX_VIEW] = rlGetLocationUniform(shader.id, DEFAULT_SHADER_UNIFORM_NAME_VIEW); - shader.locs[SHADER_LOC_MATRIX_PROJECTION] = rlGetLocationUniform(shader.id, DEFAULT_SHADER_UNIFORM_NAME_PROJECTION); - shader.locs[SHADER_LOC_MATRIX_MODEL] = rlGetLocationUniform(shader.id, DEFAULT_SHADER_UNIFORM_NAME_MODEL); - shader.locs[SHADER_LOC_MATRIX_NORMAL] = rlGetLocationUniform(shader.id, DEFAULT_SHADER_UNIFORM_NAME_NORMAL); + shader.locs[SHADER_LOC_MATRIX_MVP] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_MVP); + shader.locs[SHADER_LOC_MATRIX_VIEW] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW); + shader.locs[SHADER_LOC_MATRIX_PROJECTION] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION); + shader.locs[SHADER_LOC_MATRIX_MODEL] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL); + shader.locs[SHADER_LOC_MATRIX_NORMAL] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL); // Get handles to GLSL uniform locations (fragment shader) - shader.locs[SHADER_LOC_COLOR_DIFFUSE] = rlGetLocationUniform(shader.id, DEFAULT_SHADER_UNIFORM_NAME_COLOR); - shader.locs[SHADER_LOC_MAP_DIFFUSE] = rlGetLocationUniform(shader.id, DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0); // SHADER_LOC_MAP_ALBEDO - shader.locs[SHADER_LOC_MAP_SPECULAR] = rlGetLocationUniform(shader.id, DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1); // SHADER_LOC_MAP_METALNESS - shader.locs[SHADER_LOC_MAP_NORMAL] = rlGetLocationUniform(shader.id, DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2); + shader.locs[SHADER_LOC_COLOR_DIFFUSE] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR); + shader.locs[SHADER_LOC_MAP_DIFFUSE] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0); // SHADER_LOC_MAP_ALBEDO + shader.locs[SHADER_LOC_MAP_SPECULAR] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1); // SHADER_LOC_MAP_METALNESS + shader.locs[SHADER_LOC_MAP_NORMAL] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2); } return shader; |
