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-rw-r--r--src/config.h23
1 files changed, 17 insertions, 6 deletions
diff --git a/src/config.h b/src/config.h
index 6479d409..4a74655c 100644
--- a/src/config.h
+++ b/src/config.h
@@ -105,12 +105,23 @@
#define RL_CULL_DISTANCE_FAR 1000.0 // Default projection matrix far cull distance
// Default shader vertex attribute names to set location points
-#define DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Binded by default to shader location: 0
-#define DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Binded by default to shader location: 1
-#define DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Binded by default to shader location: 2
-#define DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Binded by default to shader location: 3
-#define DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Binded by default to shader location: 4
-#define DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Binded by default to shader location: 5
+// NOTE: When a new shader is loaded, the following locations are tried to be set for convenience
+#define DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Binded by default to shader location: 0
+#define DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Binded by default to shader location: 1
+#define DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Binded by default to shader location: 2
+#define DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Binded by default to shader location: 3
+#define DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Binded by default to shader location: 4
+#define DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Binded by default to shader location: 5
+
+#define DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix
+#define DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix
+#define DEFAULT_SHADER_UNIFORM_NAME_PROJECTION "matProjection" // projection matrix
+#define DEFAULT_SHADER_UNIFORM_NAME_MODEL "matModel" // model matrix
+#define DEFAULT_SHADER_UNIFORM_NAME_NORMAL "matNormal" // normal matrix (transpose(inverse(matModelView))
+#define DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color)
+#define DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0)
+#define DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 "texture1" // texture1 (texture slot active 1)
+#define DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 "texture2" // texture2 (texture slot active 2)
//------------------------------------------------------------------------------------