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Review Light/Material system
Simplified for the user (more intuitive and clear) Removed lighting module dependency
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12
src/rlgl.c
12
src/rlgl.c
@@ -1296,8 +1296,8 @@ void rlglDraw(void)
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{
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glUseProgram(currentShader.id);
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glUniformMatrix4fv(currentShader.projectionLoc, 1, false, GetMatrixVector(projection));
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glUniformMatrix4fv(currentShader.modelviewLoc, 1, false, GetMatrixVector(modelview));
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glUniformMatrix4fv(currentShader.projectionLoc, 1, false, MatrixToFloat(projection));
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glUniformMatrix4fv(currentShader.modelviewLoc, 1, false, MatrixToFloat(modelview));
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glUniform1i(currentShader.mapDiffuseLoc, 0);
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}
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@@ -1524,10 +1524,10 @@ void rlglDrawModel(Model model, Vector3 position, float rotationAngle, Vector3 r
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// NOTE: Drawing in OpenGL 3.3+, matrices are passed to shader
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// TODO: Reduce number of matrices passed to shaders, use only matMVP
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glUniformMatrix4fv(model.shader.modelLoc, 1, false, GetMatrixVector(matModel));
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glUniformMatrix4fv(model.shader.viewLoc, 1, false, GetMatrixVector(matView));
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glUniformMatrix4fv(model.shader.projectionLoc, 1, false, GetMatrixVector(matProjection));
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glUniformMatrix4fv(model.shader.modelviewLoc, 1, false, GetMatrixVector(matModelView));
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glUniformMatrix4fv(model.shader.modelLoc, 1, false, MatrixToFloat(matModel));
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glUniformMatrix4fv(model.shader.viewLoc, 1, false, MatrixToFloat(matView));
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glUniformMatrix4fv(model.shader.projectionLoc, 1, false, MatrixToFloat(matProjection));
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glUniformMatrix4fv(model.shader.modelviewLoc, 1, false, MatrixToFloat(matModelView));
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// Apply color tinting to model
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// NOTE: Just update one uniform on fragment shader
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