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| author | raysan5 <[email protected]> | 2017-08-25 01:43:55 +0200 |
|---|---|---|
| committer | raysan5 <[email protected]> | 2017-08-25 01:43:55 +0200 |
| commit | 0fc1323c80c2501c36741c05fd771ac1d001d049 (patch) | |
| tree | 63fdca2144cd13f6a537e76d6a3f8712ae106ead /src/rlgl.c | |
| parent | 74fd671763cd5f59989d40234e64a1de234ca3fc (diff) | |
| download | raylib-0fc1323c80c2501c36741c05fd771ac1d001d049.tar.gz raylib-0fc1323c80c2501c36741c05fd771ac1d001d049.zip | |
Renamed modelviewprojection matrix
Diffstat (limited to 'src/rlgl.c')
| -rw-r--r-- | src/rlgl.c | 8 |
1 files changed, 4 insertions, 4 deletions
@@ -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"); |
