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@ -2425,12 +2425,12 @@ static void LoadDefaultShaderLocations(Shader *shader) |
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// vertex texcoord2 location = 5 |
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// Get handles to GLSL input attibute locations |
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shader->vertexLoc = glGetAttribLocation(shader->id, sa">"vertexPosition"); |
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shader->texcoordLoc = glGetAttribLocation(shader->id, sa">"vertexTexCoord"); |
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shader->normalLoc = glGetAttribLocation(shader->id, sa">"vertexNormal"); |
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shader->colorLoc = glGetAttribLocation(shader->id, sa">"vertexColor"); |
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shader->tangentLoc = glGetAttribLocation(shader->id, sa">"vertexTangent"); |
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shader->texcoord2Loc = glGetAttribLocation(shader->id, sa">"vertexTexCoord2"); |
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shader->vertexLoc = glGetAttribLocation(shader->id, n">DEFAULT_ATTRIB_POSITION_NAME); |
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shader->texcoordLoc = glGetAttribLocation(shader->id, n">DEFAULT_ATTRIB_TEXCOORD_NAME); |
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shader->normalLoc = glGetAttribLocation(shader->id, n">DEFAULT_ATTRIB_NORMAL_NAME); |
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shader->colorLoc = glGetAttribLocation(shader->id, n">DEFAULT_ATTRIB_COLOR_NAME); |
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shader->tangentLoc = glGetAttribLocation(shader->id, n">DEFAULT_ATTRIB_TANGENT_NAME); |
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shader->texcoord2Loc = glGetAttribLocation(shader->id, n">DEFAULT_ATTRIB_TEXCOORD2_NAME); |
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// Get handles to GLSL uniform locations (vertex shader) |
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shader->mvpLoc = glGetUniformLocation(shader->id, "mvpMatrix"); |
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@ -2447,8 +2447,8 @@ static void UnloadDefaultShader(void) |
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{ |
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glUseProgram(0); |
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//glDetachShader(defaultShaderProgram, vertexShader); |
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//glDetachShader(defaultShaderProgram, fragmentShader); |
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//glDetachShader(defaultShader, vertexShader); |
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//glDetachShader(defaultShader, fragmentShader); |
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//glDeleteShader(vertexShader); // Already deleted on shader compilation |
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//glDeleteShader(fragmentShader); // Already deleted on sahder compilation |
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glDeleteProgram(defaultShader.id); |
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