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authorraysan5 <[email protected]>2017-08-25 01:43:55 +0200
committerraysan5 <[email protected]>2017-08-25 01:43:55 +0200
commit0fc1323c80c2501c36741c05fd771ac1d001d049 (patch)
tree63fdca2144cd13f6a537e76d6a3f8712ae106ead /src/rlgl.c
parent74fd671763cd5f59989d40234e64a1de234ca3fc (diff)
downloadraylib-0fc1323c80c2501c36741c05fd771ac1d001d049.tar.gz
raylib-0fc1323c80c2501c36741c05fd771ac1d001d049.zip
Renamed modelviewprojection matrix
Diffstat (limited to 'src/rlgl.c')
-rw-r--r--src/rlgl.c8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/rlgl.c b/src/rlgl.c
index 184277d0..373dada9 100644
--- a/src/rlgl.c
+++ b/src/rlgl.c
@@ -3251,12 +3251,12 @@ static Shader LoadShaderDefault(void)
"out vec2 fragTexCoord; \n"
"out vec4 fragColor; \n"
#endif
- "uniform mat4 mvpMatrix; \n"
+ "uniform mat4 mvp; \n"
"void main() \n"
"{ \n"
" fragTexCoord = vertexTexCoord; \n"
" fragColor = vertexColor; \n"
- " gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); \n"
+ " gl_Position = mvp*vec4(vertexPosition, 1.0); \n"
"} \n";
// Fragment shader directly defined, no external file required
@@ -3302,7 +3302,7 @@ static Shader LoadShaderDefault(void)
shader.locs[LOC_VERTEX_COLOR] = glGetAttribLocation(shader.id, "vertexColor");
// Get handles to GLSL uniform locations
- shader.locs[LOC_MATRIX_MVP] = glGetUniformLocation(shader.id, "mvpMatrix");
+ shader.locs[LOC_MATRIX_MVP] = glGetUniformLocation(shader.id, "mvp");
shader.locs[LOC_COLOR_DIFFUSE] = glGetUniformLocation(shader.id, "colDiffuse");
shader.locs[LOC_MAP_DIFFUSE] = glGetUniformLocation(shader.id, "texture0");
}
@@ -3332,7 +3332,7 @@ static void SetShaderDefaultLocations(Shader *shader)
shader->locs[LOC_VERTEX_COLOR] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_COLOR_NAME);
// Get handles to GLSL uniform locations (vertex shader)
- shader->locs[LOC_MATRIX_MVP] = glGetUniformLocation(shader->id, "mvpMatrix");
+ shader->locs[LOC_MATRIX_MVP] = glGetUniformLocation(shader->id, "mvp");
shader->locs[LOC_MATRIX_PROJECTION] = glGetUniformLocation(shader->id, "projection");
shader->locs[LOC_MATRIX_VIEW] = glGetUniformLocation(shader->id, "view");