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authorRay <[email protected]>2021-06-25 13:35:43 +0200
committerRay <[email protected]>2021-06-25 13:35:43 +0200
commite0720a0a5577cfb69ecb34fb4bd89e59f40f6b29 (patch)
tree57779983514bb66665ab497339c6348143b5ee3f /src/rlgl.h
parentd4c03b47ec625c2de723ef686d8ec306a1784ec1 (diff)
downloadraylib-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/rlgl.h')
-rw-r--r--src/rlgl.h40
1 files changed, 34 insertions, 6 deletions
diff --git a/src/rlgl.h b/src/rlgl.h
index fcee91fd..5d37e9a1 100644
--- a/src/rlgl.h
+++ b/src/rlgl.h
@@ -762,22 +762,50 @@ RLAPI void rlLoadDrawQuad(void); // Load and draw a quad
// Default shader vertex attribute names to set location points
#ifndef DEFAULT_SHADER_ATTRIB_NAME_POSITION
- #define DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Binded by default to shader location: 0
+ #define DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Binded by default to shader location: 0
#endif
#ifndef DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD
- #define DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Binded by default to shader location: 1
+ #define DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Binded by default to shader location: 1
#endif
#ifndef DEFAULT_SHADER_ATTRIB_NAME_NORMAL
- #define DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Binded by default to shader location: 2
+ #define DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Binded by default to shader location: 2
#endif
#ifndef DEFAULT_SHADER_ATTRIB_NAME_COLOR
- #define DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Binded by default to shader location: 3
+ #define DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Binded by default to shader location: 3
#endif
#ifndef DEFAULT_SHADER_ATTRIB_NAME_TANGENT
- #define DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Binded by default to shader location: 4
+ #define DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Binded by default to shader location: 4
#endif
#ifndef DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2
- #define DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Binded by default to shader location: 5
+ #define DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Binded by default to shader location: 5
+#endif
+
+#ifndef DEFAULT_SHADER_UNIFORM_NAME_MVP
+ #define DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix
+#endif
+#ifndef DEFAULT_SHADER_UNIFORM_NAME_VIEW
+ #define DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix
+#endif
+#ifndef DEFAULT_SHADER_UNIFORM_NAME_PROJECTION
+ #define DEFAULT_SHADER_UNIFORM_NAME_PROJECTION "matProjection" // projection matrix
+#endif
+#ifndef DEFAULT_SHADER_UNIFORM_NAME_MODEL
+ #define DEFAULT_SHADER_UNIFORM_NAME_MODEL "matModel" // model matrix
+#endif
+#ifndef DEFAULT_SHADER_UNIFORM_NAME_NORMAL
+ #define DEFAULT_SHADER_UNIFORM_NAME_NORMAL "matNormal" // normal matrix (transpose(inverse(matModelView))
+#endif
+#ifndef DEFAULT_SHADER_UNIFORM_NAME_COLOR
+ #define DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color)
+#endif
+#ifndef DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0
+ #define DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0)
+#endif
+#ifndef DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1
+ #define DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 "texture1" // texture1 (texture slot active 1)
+#endif
+#ifndef DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2
+ #define DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 "texture2" // texture2 (texture slot active 2)
#endif
//----------------------------------------------------------------------------------