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authorRay <[email protected]>2021-06-25 00:46:14 +0200
committerRay <[email protected]>2021-06-25 00:46:14 +0200
commitd4c03b47ec625c2de723ef686d8ec306a1784ec1 (patch)
tree944398b026dad8ee65689db23d98fcbd33a0aa19 /src/rlgl.h
parenta226e11aac964c503f8102061b5d6efc7ffd920e (diff)
downloadraylib-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.h52
1 files changed, 26 insertions, 26 deletions
diff --git a/src/rlgl.h b/src/rlgl.h
index 662ec834..fcee91fd 100644
--- a/src/rlgl.h
+++ b/src/rlgl.h
@@ -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