|
|
@ -1816,9 +1816,6 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform) |
|
|
|
glActiveTexture(GL_TEXTURE1); |
|
|
|
glBindTexture(GL_TEXTURE_2D, material.texNormal.id); |
|
|
|
glUniform1i(material.shader.mapTexture1Loc, 1); // Normal texture fits in active texture unit 1 |
|
|
|
|
|
|
|
// TODO: Upload to shader normalDepth |
|
|
|
//glUniform1f(???, material.normalDepth); |
|
|
|
} |
|
|
|
|
|
|
|
if ((material.texSpecular.id != 0) && (material.shader.mapTexture2Loc != -1)) |
|
|
@ -2565,7 +2562,7 @@ static Shader LoadDefaultShader(void) |
|
|
|
// Load standard shader |
|
|
|
// NOTE: This shader supports: |
|
|
|
// - Up to 3 different maps: diffuse, normal, specular |
|
|
|
// - Material properties: colAmbient, colDiffuse, colSpecular, glossiness, normalDepth |
|
|
|
// - Material properties: colAmbient, colDiffuse, colSpecular, glossiness |
|
|
|
// - Up to 8 lights: Point, Directional or Spot |
|
|
|
static Shader LoadStandardShader(void) |
|
|
|
{ |
|
|
|