diff options
Diffstat (limited to 'examples')
| -rw-r--r-- | examples/models/resources/shaders/pbr.vs | 4 | ||||
| -rw-r--r-- | examples/shaders/resources/shaders/glsl100/base.vs | 4 | ||||
| -rw-r--r-- | examples/shaders/resources/shaders/glsl330/base.vs | 4 |
3 files changed, 6 insertions, 6 deletions
diff --git a/examples/models/resources/shaders/pbr.vs b/examples/models/resources/shaders/pbr.vs index 6a0fb238..e852ac1a 100644 --- a/examples/models/resources/shaders/pbr.vs +++ b/examples/models/resources/shaders/pbr.vs @@ -15,7 +15,7 @@ in vec3 vertexNormal; in vec3 vertexTangent; // Input uniform values -uniform mat4 mvpMatrix; +uniform mat4 mvp; uniform mat4 mMatrix; // Output vertex attributes (to fragment shader) @@ -45,5 +45,5 @@ void main() fragBinormal = cross(fragNormal, fragTangent); // Calculate final vertex position - gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); + gl_Position = mvp*vec4(vertexPosition, 1.0); }
\ No newline at end of file diff --git a/examples/shaders/resources/shaders/glsl100/base.vs b/examples/shaders/resources/shaders/glsl100/base.vs index e9386939..4be76b9e 100644 --- a/examples/shaders/resources/shaders/glsl100/base.vs +++ b/examples/shaders/resources/shaders/glsl100/base.vs @@ -7,7 +7,7 @@ attribute vec3 vertexNormal; attribute vec4 vertexColor; // Input uniform values -uniform mat4 mvpMatrix; +uniform mat4 mvp; // Output vertex attributes (to fragment shader) varying vec2 fragTexCoord; @@ -22,5 +22,5 @@ void main() fragColor = vertexColor; // Calculate final vertex position - gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); + gl_Position = mvp*vec4(vertexPosition, 1.0); }
\ No newline at end of file diff --git a/examples/shaders/resources/shaders/glsl330/base.vs b/examples/shaders/resources/shaders/glsl330/base.vs index 638cb8ae..f3099e82 100644 --- a/examples/shaders/resources/shaders/glsl330/base.vs +++ b/examples/shaders/resources/shaders/glsl330/base.vs @@ -7,7 +7,7 @@ in vec3 vertexNormal; in vec4 vertexColor; // Input uniform values -uniform mat4 mvpMatrix; +uniform mat4 mvp; // Output vertex attributes (to fragment shader) out vec2 fragTexCoord; @@ -22,5 +22,5 @@ void main() fragColor = vertexColor; // Calculate final vertex position - gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); + gl_Position = mvp*vec4(vertexPosition, 1.0); }
\ No newline at end of file |
