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Renamed modelviewprojection matrix

pull/346/head
raysan5 7 years ago
parent
commit
0fc1323c80
4 changed files with 10 additions and 10 deletions
  1. +2
    -2
      examples/models/resources/shaders/pbr.vs
  2. +2
    -2
      examples/shaders/resources/shaders/glsl100/base.vs
  3. +2
    -2
      examples/shaders/resources/shaders/glsl330/base.vs
  4. +4
    -4
      src/rlgl.c

+ 2
- 2
examples/models/resources/shaders/pbr.vs View File

@ -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);
}

+ 2
- 2
examples/shaders/resources/shaders/glsl100/base.vs View File

@ -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);
}

+ 2
- 2
examples/shaders/resources/shaders/glsl330/base.vs View File

@ -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);
}

+ 4
- 4
src/rlgl.c View File

@ -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");

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