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Review shader and add comments
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@@ -41,23 +41,23 @@ int main()
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// Model initialization
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Vector3 position = { 0.0f, 0.0f, 0.0f };
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Model model = LoadModel("resources/model/dwarf.obj");
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Shader shader = LoadShader("resources/shaders/phong.vs", "resources/shaders/phong.fs");
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Shader shader = LoadShader("resources/shaders/glsl330/phong.vs", "resources/shaders/glsl330/phong.fs");
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SetModelShader(&model, shader);
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// Shader locations initialization
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int lIntensityLoc = GetShaderLocation(shader, "light_intensity");
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int lAmbientLoc = GetShaderLocation(shader, "light_ambientColor");
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int lDiffuseLoc = GetShaderLocation(shader, "light_diffuseColor");
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int lSpecularLoc = GetShaderLocation(shader, "light_specularColor");
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int lSpecIntensityLoc = GetShaderLocation(shader, "light_specIntensity");
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int lIntensityLoc = GetShaderLocation(shader, "lightIntensity");
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int lAmbientLoc = GetShaderLocation(shader, "lightAmbientColor");
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int lDiffuseLoc = GetShaderLocation(shader, "lightDiffuseColor");
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int lSpecularLoc = GetShaderLocation(shader, "lightSpecularColor");
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int lSpecIntensityLoc = GetShaderLocation(shader, "lightSpecIntensity");
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int mAmbientLoc = GetShaderLocation(shader, "mat_ambientColor");
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int mSpecularLoc = GetShaderLocation(shader, "mat_specularColor");
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int mGlossLoc = GetShaderLocation(shader, "mat_glossiness");
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int mAmbientLoc = GetShaderLocation(shader, "matAmbientColor");
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int mSpecularLoc = GetShaderLocation(shader, "matSpecularColor");
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int mGlossLoc = GetShaderLocation(shader, "matGlossiness");
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// Camera and light vectors shader locations
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int cameraLoc = GetShaderLocation(shader, "cameraPos");
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int lightLoc = GetShaderLocation(shader, "lightPos");
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int cameraLoc = GetShaderLocation(shader, "cameraPosition");
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int lightLoc = GetShaderLocation(shader, "lightPosition");
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// Model and View matrix locations (required for lighting)
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int modelLoc = GetShaderLocation(shader, "modelMatrix");
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