diff options
Diffstat (limited to 'src/rlgl.h')
| -rw-r--r-- | src/rlgl.h | 40 |
1 files changed, 34 insertions, 6 deletions
@@ -762,22 +762,50 @@ RLAPI void rlLoadDrawQuad(void); // Load and draw a quad // Default shader vertex attribute names to set location points #ifndef DEFAULT_SHADER_ATTRIB_NAME_POSITION - #define DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Binded by default to shader location: 0 + #define DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Binded by default to shader location: 0 #endif #ifndef DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD - #define DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Binded by default to shader location: 1 + #define DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Binded by default to shader location: 1 #endif #ifndef DEFAULT_SHADER_ATTRIB_NAME_NORMAL - #define DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Binded by default to shader location: 2 + #define DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Binded by default to shader location: 2 #endif #ifndef DEFAULT_SHADER_ATTRIB_NAME_COLOR - #define DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Binded by default to shader location: 3 + #define DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Binded by default to shader location: 3 #endif #ifndef DEFAULT_SHADER_ATTRIB_NAME_TANGENT - #define DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Binded by default to shader location: 4 + #define DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Binded by default to shader location: 4 #endif #ifndef DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 - #define DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Binded by default to shader location: 5 + #define DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Binded by default to shader location: 5 +#endif + +#ifndef DEFAULT_SHADER_UNIFORM_NAME_MVP + #define DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix +#endif +#ifndef DEFAULT_SHADER_UNIFORM_NAME_VIEW + #define DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix +#endif +#ifndef DEFAULT_SHADER_UNIFORM_NAME_PROJECTION + #define DEFAULT_SHADER_UNIFORM_NAME_PROJECTION "matProjection" // projection matrix +#endif +#ifndef DEFAULT_SHADER_UNIFORM_NAME_MODEL + #define DEFAULT_SHADER_UNIFORM_NAME_MODEL "matModel" // model matrix +#endif +#ifndef DEFAULT_SHADER_UNIFORM_NAME_NORMAL + #define DEFAULT_SHADER_UNIFORM_NAME_NORMAL "matNormal" // normal matrix (transpose(inverse(matModelView)) +#endif +#ifndef DEFAULT_SHADER_UNIFORM_NAME_COLOR + #define DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color) +#endif +#ifndef DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 + #define DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0) +#endif +#ifndef DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 + #define DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 "texture1" // texture1 (texture slot active 1) +#endif +#ifndef DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 + #define DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 "texture2" // texture2 (texture slot active 2) #endif //---------------------------------------------------------------------------------- |
