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Diffstat (limited to 'examples/shaders/shaders_rlgl_mesh_instanced.c')
-rw-r--r--examples/shaders/shaders_rlgl_mesh_instanced.c12
1 files changed, 6 insertions, 6 deletions
diff --git a/examples/shaders/shaders_rlgl_mesh_instanced.c b/examples/shaders/shaders_rlgl_mesh_instanced.c
index 702fbcb2..9ae4395f 100644
--- a/examples/shaders/shaders_rlgl_mesh_instanced.c
+++ b/examples/shaders/shaders_rlgl_mesh_instanced.c
@@ -77,19 +77,19 @@ int main(void)
TextFormat("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION));
// Get some shader loactions
- shader.locs[LOC_MATRIX_MVP] = GetShaderLocation(shader, "mvp");
- shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
- shader.locs[LOC_MATRIX_MODEL] = GetShaderLocationAttrib(shader, "instance");
+ shader.locs[SHADER_LOC_MATRIX_MVP] = GetShaderLocation(shader, "mvp");
+ shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
+ shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocationAttrib(shader, "instance");
// Ambient light level
int ambientLoc = GetShaderLocation(shader, "ambient");
- SetShaderValue(shader, ambientLoc, (float[4]){ 0.2f, 0.2f, 0.2f, 1.0f }, UNIFORM_VEC4);
+ SetShaderValue(shader, ambientLoc, (float[4]){ 0.2f, 0.2f, 0.2f, 1.0f }, SHADER_UNIFORM_VEC4);
CreateLight(LIGHT_DIRECTIONAL, (Vector3){ 50, 50, 0 }, Vector3Zero(), WHITE, shader);
Material material = LoadMaterialDefault();
material.shader = shader;
- material.maps[MAP_DIFFUSE].color = RED;
+ material.maps[MATERIAL_MAP_DIFFUSE].color = RED;
SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
@@ -105,7 +105,7 @@ int main(void)
// Update the light shader with the camera view position
float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
- SetShaderValue(shader, shader.locs[LOC_VECTOR_VIEW], cameraPos, UNIFORM_VEC3);
+ SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3);
// Apply per-instance rotations
for (int i = 0; i < count; i++)