From 0fc1323c80c2501c36741c05fd771ac1d001d049 Mon Sep 17 00:00:00 2001 From: raysan5 Date: Fri, 25 Aug 2017 01:43:55 +0200 Subject: Renamed modelviewprojection matrix --- src/rlgl.c | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) (limited to 'src') diff --git a/src/rlgl.c b/src/rlgl.c index 184277d0..373dada9 100644 --- a/src/rlgl.c +++ b/src/rlgl.c @@ -3251,12 +3251,12 @@ static Shader LoadShaderDefault(void) "out vec2 fragTexCoord; \n" "out vec4 fragColor; \n" #endif - "uniform mat4 mvpMatrix; \n" + "uniform mat4 mvp; \n" "void main() \n" "{ \n" " fragTexCoord = vertexTexCoord; \n" " fragColor = vertexColor; \n" - " gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); \n" + " gl_Position = mvp*vec4(vertexPosition, 1.0); \n" "} \n"; // Fragment shader directly defined, no external file required @@ -3302,7 +3302,7 @@ static Shader LoadShaderDefault(void) shader.locs[LOC_VERTEX_COLOR] = glGetAttribLocation(shader.id, "vertexColor"); // Get handles to GLSL uniform locations - shader.locs[LOC_MATRIX_MVP] = glGetUniformLocation(shader.id, "mvpMatrix"); + shader.locs[LOC_MATRIX_MVP] = glGetUniformLocation(shader.id, "mvp"); shader.locs[LOC_COLOR_DIFFUSE] = glGetUniformLocation(shader.id, "colDiffuse"); shader.locs[LOC_MAP_DIFFUSE] = glGetUniformLocation(shader.id, "texture0"); } @@ -3332,7 +3332,7 @@ static void SetShaderDefaultLocations(Shader *shader) shader->locs[LOC_VERTEX_COLOR] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_COLOR_NAME); // Get handles to GLSL uniform locations (vertex shader) - shader->locs[LOC_MATRIX_MVP] = glGetUniformLocation(shader->id, "mvpMatrix"); + shader->locs[LOC_MATRIX_MVP] = glGetUniformLocation(shader->id, "mvp"); shader->locs[LOC_MATRIX_PROJECTION] = glGetUniformLocation(shader->id, "projection"); shader->locs[LOC_MATRIX_VIEW] = glGetUniformLocation(shader->id, "view"); -- cgit v1.2.3