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REVIEWED: Renamed some shaders, fix #2707

pull/2717/head
Ray 2 years ago
parent
commit
0e5cd442be
6 changed files with 2 additions and 2 deletions
  1. +0
    -0
      examples/shaders/resources/shaders/glsl100/lighting.vs
  2. +0
    -0
      examples/shaders/resources/shaders/glsl100/lighting_instanced.vs
  3. +0
    -0
      examples/shaders/resources/shaders/glsl120/lighting.vs
  4. +0
    -0
      examples/shaders/resources/shaders/glsl330/lighting.vs
  5. +1
    -1
      examples/shaders/shaders_basic_lighting.c
  6. +1
    -1
      examples/shaders/shaders_fog.c

examples/shaders/resources/shaders/glsl100/base_lighting.vs → examples/shaders/resources/shaders/glsl100/lighting.vs View File


examples/shaders/resources/shaders/glsl100/base_lighting_instanced.vs → examples/shaders/resources/shaders/glsl100/lighting_instanced.vs View File


examples/shaders/resources/shaders/glsl120/base_lighting.vs → examples/shaders/resources/shaders/glsl120/lighting.vs View File


examples/shaders/resources/shaders/glsl330/base_lighting.vs → examples/shaders/resources/shaders/glsl330/lighting.vs View File


+ 1
- 1
examples/shaders/shaders_basic_lighting.c View File

@ -57,7 +57,7 @@ int main(void)
Model cube = LoadModelFromMesh(GenMeshCube(2.0f, 4.0f, 2.0f));
// Load basic lighting shader
Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/base_lighting.vs", GLSL_VERSION),
Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/lighting.vs", GLSL_VERSION),
TextFormat("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION));
// Get some required shader locations
shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");

+ 1
- 1
examples/shaders/shaders_fog.c View File

@ -63,7 +63,7 @@ int main(void)
modelC.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
// Load shader and set up some uniforms
Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/base_lighting.vs", GLSL_VERSION),
Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/lighting.vs", GLSL_VERSION),
TextFormat("resources/shaders/glsl%i/fog.fs", GLSL_VERSION));
shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel");
shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");

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