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| author | Ray <[email protected]> | 2021-06-25 00:46:14 +0200 |
|---|---|---|
| committer | Ray <[email protected]> | 2021-06-25 00:46:14 +0200 |
| commit | d4c03b47ec625c2de723ef686d8ec306a1784ec1 (patch) | |
| tree | 944398b026dad8ee65689db23d98fcbd33a0aa19 /src/rlgl.h | |
| parent | a226e11aac964c503f8102061b5d6efc7ffd920e (diff) | |
| download | raylib-d4c03b47ec625c2de723ef686d8ec306a1784ec1.tar.gz raylib-d4c03b47ec625c2de723ef686d8ec306a1784ec1.zip | |
REVIEWED: LoadShader() and default locations
Reviewed locations descriptions
Diffstat (limited to 'src/rlgl.h')
| -rw-r--r-- | src/rlgl.h | 52 |
1 files changed, 26 insertions, 26 deletions
@@ -383,32 +383,32 @@ typedef struct RenderBatch { // Shader location point type typedef enum { - SHADER_LOC_VERTEX_POSITION = 0, // Shader location point: position - SHADER_LOC_VERTEX_TEXCOORD01, // Shader location point: texcoord01 - SHADER_LOC_VERTEX_TEXCOORD02, // Shader location point: texcoord02 - SHADER_LOC_VERTEX_NORMAL, // Shader location point: normal - SHADER_LOC_VERTEX_TANGENT, // Shader location point: tangent - SHADER_LOC_VERTEX_COLOR, // Shader location point: color - SHADER_LOC_MATRIX_MVP, // Shader location point: model-view-projection matrix - SHADER_LOC_MATRIX_VIEW, // Shader location point: view matrix - SHADER_LOC_MATRIX_PROJECTION, // Shader location point: projection matrix - SHADER_LOC_MATRIX_MODEL, // Shader location point: model matrix - SHADER_LOC_MATRIX_NORMAL, // Shader location point: normal matrix - SHADER_LOC_VECTOR_VIEW, // Shader location point: view vector - SHADER_LOC_COLOR_DIFFUSE, // Shader location point: diffuse color - SHADER_LOC_COLOR_SPECULAR, // Shader location point: specular color - SHADER_LOC_COLOR_AMBIENT, // Shader location point: ambient color - SHADER_LOC_MAP_ALBEDO, // Shader location point: albedo texture (same as: SHADER_LOC_MAP_DIFFUSE) - SHADER_LOC_MAP_METALNESS, // Shader location point: metalness texture (same as: SHADER_LOC_MAP_SPECULAR) - SHADER_LOC_MAP_NORMAL, // Shader location point: normal texture - SHADER_LOC_MAP_ROUGHNESS, // Shader location point: roughness texture - SHADER_LOC_MAP_OCCLUSION, // Shader location point: occlusion texture - SHADER_LOC_MAP_EMISSION, // Shader location point: emission texture - SHADER_LOC_MAP_HEIGHT, // Shader location point: height texture - SHADER_LOC_MAP_CUBEMAP, // Shader location point: cubemap texture_cube_map - SHADER_LOC_MAP_IRRADIANCE, // Shader location point: irradiance texture_cube_map - SHADER_LOC_MAP_PREFILTER, // Shader location point: prefilter texture_cube_map - SHADER_LOC_MAP_BRDF // Shader location point: brdf texture + SHADER_LOC_VERTEX_POSITION = 0, // Shader location: vertex attribute: position + SHADER_LOC_VERTEX_TEXCOORD01, // Shader location: vertex attribute: texcoord01 + SHADER_LOC_VERTEX_TEXCOORD02, // Shader location: vertex attribute: texcoord02 + SHADER_LOC_VERTEX_NORMAL, // Shader location: vertex attribute: normal + SHADER_LOC_VERTEX_TANGENT, // Shader location: vertex attribute: tangent + SHADER_LOC_VERTEX_COLOR, // Shader location: vertex attribute: color + SHADER_LOC_MATRIX_MVP, // Shader location: matrix uniform: model-view-projection + SHADER_LOC_MATRIX_VIEW, // Shader location: matrix uniform: view (camera transform) + SHADER_LOC_MATRIX_PROJECTION, // Shader location: matrix uniform: projection + SHADER_LOC_MATRIX_MODEL, // Shader location: matrix uniform: model (transform) + SHADER_LOC_MATRIX_NORMAL, // Shader location: matrix uniform: normal + SHADER_LOC_VECTOR_VIEW, // Shader location: vector uniform: view + SHADER_LOC_COLOR_DIFFUSE, // Shader location: vector uniform: diffuse color + SHADER_LOC_COLOR_SPECULAR, // Shader location: vector uniform: specular color + SHADER_LOC_COLOR_AMBIENT, // Shader location: vector uniform: ambient color + SHADER_LOC_MAP_ALBEDO, // Shader location: sampler2d texture: albedo (same as: SHADER_LOC_MAP_DIFFUSE) + SHADER_LOC_MAP_METALNESS, // Shader location: sampler2d texture: metalness (same as: SHADER_LOC_MAP_SPECULAR) + SHADER_LOC_MAP_NORMAL, // Shader location: sampler2d texture: normal + SHADER_LOC_MAP_ROUGHNESS, // Shader location: sampler2d texture: roughness + SHADER_LOC_MAP_OCCLUSION, // Shader location: sampler2d texture: occlusion + SHADER_LOC_MAP_EMISSION, // Shader location: sampler2d texture: emission + SHADER_LOC_MAP_HEIGHT, // Shader location: sampler2d texture: height + SHADER_LOC_MAP_CUBEMAP, // Shader location: samplerCube texture: cubemap + SHADER_LOC_MAP_IRRADIANCE, // Shader location: samplerCube texture: irradiance + SHADER_LOC_MAP_PREFILTER, // Shader location: samplerCube texture: prefilter + SHADER_LOC_MAP_BRDF // Shader location: sampler2d texture: brdf } ShaderLocationIndex; #define SHADER_LOC_MAP_DIFFUSE SHADER_LOC_MAP_ALBEDO |
