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| author | Ray <[email protected]> | 2021-06-25 13:35:43 +0200 |
|---|---|---|
| committer | Ray <[email protected]> | 2021-06-25 13:35:43 +0200 |
| commit | e0720a0a5577cfb69ecb34fb4bd89e59f40f6b29 (patch) | |
| tree | 57779983514bb66665ab497339c6348143b5ee3f /src/core.c | |
| parent | d4c03b47ec625c2de723ef686d8ec306a1784ec1 (diff) | |
| download | raylib-e0720a0a5577cfb69ecb34fb4bd89e59f40f6b29.tar.gz raylib-e0720a0a5577cfb69ecb34fb4bd89e59f40f6b29.zip | |
WARNING: REVIEWED: Default shader uniform names
When a shader is loaded, by default, several locations are tried to be set automatically.
Diffstat (limited to 'src/core.c')
| -rw-r--r-- | src/core.c | 18 |
1 files changed, 9 insertions, 9 deletions
@@ -2375,17 +2375,17 @@ RLAPI Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode) shader.locs[SHADER_LOC_VERTEX_COLOR] = rlGetLocationAttrib(shader.id, DEFAULT_SHADER_ATTRIB_NAME_COLOR); // Get handles to GLSL uniform locations (vertex shader) - shader.locs[SHADER_LOC_MATRIX_MVP] = rlGetLocationUniform(shader.id, "mvp"); - shader.locs[SHADER_LOC_MATRIX_VIEW] = rlGetLocationUniform(shader.id, "view"); - shader.locs[SHADER_LOC_MATRIX_PROJECTION] = rlGetLocationUniform(shader.id, "projection"); - //shader.locs[SHADER_LOC_MATRIX_MODEL] = rlGetLocationUniform(shader.id, "matModel"); - shader.locs[SHADER_LOC_MATRIX_NORMAL] = rlGetLocationUniform(shader.id, "matNormal"); + 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); // Get handles to GLSL uniform locations (fragment shader) - shader.locs[SHADER_LOC_COLOR_DIFFUSE] = rlGetLocationUniform(shader.id, "colDiffuse"); - shader.locs[SHADER_LOC_MAP_DIFFUSE] = rlGetLocationUniform(shader.id, "texture0"); // SHADER_LOC_MAP_ALBEDO - shader.locs[SHADER_LOC_MAP_SPECULAR] = rlGetLocationUniform(shader.id, "texture1"); // SHADER_LOC_MAP_METALNESS - shader.locs[SHADER_LOC_MAP_NORMAL] = rlGetLocationUniform(shader.id, "texture2"); + 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); } return shader; |
