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| author | Ray <[email protected]> | 2015-12-24 12:42:48 +0100 |
|---|---|---|
| committer | Ray <[email protected]> | 2015-12-24 12:42:48 +0100 |
| commit | e8c79f53a67d3477a9780ac348410f1502467176 (patch) | |
| tree | f51d6412b2064c555dcb1426d1775fb3b2d49558 /src/rlgl.h | |
| parent | 1b39b2e2612dfd7613e3bfb6948e8d27472ab8c1 (diff) | |
| parent | e683fe88b9ab0fde76521a0367cdff4c229ac60c (diff) | |
| download | raylib-e8c79f53a67d3477a9780ac348410f1502467176.tar.gz raylib-e8c79f53a67d3477a9780ac348410f1502467176.zip | |
Merge pull request #66 from victorfisac/develop
New matrix location points, lighting and physics engine modules with examples
Diffstat (limited to 'src/rlgl.h')
| -rw-r--r-- | src/rlgl.h | 4 |
1 files changed, 3 insertions, 1 deletions
@@ -160,7 +160,9 @@ typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion; // Uniforms int projectionLoc; // Projection matrix uniform location point (vertex shader) - int modelviewLoc; // ModeView matrix uniform location point (vertex shader) + int modelviewLoc; // ModelView matrix uniform location point (vertex shader) + int modelLoc; // Model transformation matrix uniform location point (vertex shader) + int viewLoc; // View transformation matrix uniform location point (vertex shader) int tintColorLoc; // Color uniform location point (fragment shader) int mapDiffuseLoc; // Diffuse map texture uniform location point (fragment shader) |
