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REVIEWED: Renamed some shaders, fix #2707
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@@ -57,7 +57,7 @@ int main(void)
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Model cube = LoadModelFromMesh(GenMeshCube(2.0f, 4.0f, 2.0f));
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Model cube = LoadModelFromMesh(GenMeshCube(2.0f, 4.0f, 2.0f));
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// Load basic lighting shader
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// Load basic lighting shader
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Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/base_lighting.vs", GLSL_VERSION),
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Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/lighting.vs", GLSL_VERSION),
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TextFormat("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION));
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TextFormat("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION));
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// Get some required shader locations
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// Get some required shader locations
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shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
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shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
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@@ -63,7 +63,7 @@ int main(void)
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modelC.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
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modelC.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
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// Load shader and set up some uniforms
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// Load shader and set up some uniforms
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Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/base_lighting.vs", GLSL_VERSION),
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Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/lighting.vs", GLSL_VERSION),
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TextFormat("resources/shaders/glsl%i/fog.fs", GLSL_VERSION));
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TextFormat("resources/shaders/glsl%i/fog.fs", GLSL_VERSION));
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shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel");
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shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel");
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shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
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shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
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