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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/core.c
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/core.c')
-rw-r--r--src/core.c30
1 files changed, 15 insertions, 15 deletions
diff --git a/src/core.c b/src/core.c
index 764969e9..26492122 100644
--- a/src/core.c
+++ b/src/core.c
@@ -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;