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