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REVIEWED: Added new mechanism to avoid data types collision between modules that share same data types and can be used in standalone mode
This commit is contained in:
30
src/core.c
30
src/core.c
@@ -2317,25 +2317,25 @@ RLAPI Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode)
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// NOTE: If any location is not found, loc point becomes -1
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// Get handles to GLSL input attibute locations
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shader.locs[SHADER_LOC_VERTEX_POSITION] = rlGetLocationAttrib(shader.id, DEFAULT_SHADER_ATTRIB_NAME_POSITION);
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shader.locs[SHADER_LOC_VERTEX_TEXCOORD01] = rlGetLocationAttrib(shader.id, DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD);
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shader.locs[SHADER_LOC_VERTEX_TEXCOORD02] = rlGetLocationAttrib(shader.id, DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2);
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shader.locs[SHADER_LOC_VERTEX_NORMAL] = rlGetLocationAttrib(shader.id, DEFAULT_SHADER_ATTRIB_NAME_NORMAL);
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shader.locs[SHADER_LOC_VERTEX_TANGENT] = rlGetLocationAttrib(shader.id, DEFAULT_SHADER_ATTRIB_NAME_TANGENT);
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shader.locs[SHADER_LOC_VERTEX_COLOR] = rlGetLocationAttrib(shader.id, DEFAULT_SHADER_ATTRIB_NAME_COLOR);
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shader.locs[SHADER_LOC_VERTEX_POSITION] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION);
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shader.locs[SHADER_LOC_VERTEX_TEXCOORD01] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD);
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shader.locs[SHADER_LOC_VERTEX_TEXCOORD02] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2);
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shader.locs[SHADER_LOC_VERTEX_NORMAL] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL);
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shader.locs[SHADER_LOC_VERTEX_TANGENT] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT);
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shader.locs[SHADER_LOC_VERTEX_COLOR] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR);
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// Get handles to GLSL uniform locations (vertex shader)
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shader.locs[SHADER_LOC_MATRIX_MVP] = rlGetLocationUniform(shader.id, DEFAULT_SHADER_UNIFORM_NAME_MVP);
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shader.locs[SHADER_LOC_MATRIX_VIEW] = rlGetLocationUniform(shader.id, DEFAULT_SHADER_UNIFORM_NAME_VIEW);
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shader.locs[SHADER_LOC_MATRIX_PROJECTION] = rlGetLocationUniform(shader.id, DEFAULT_SHADER_UNIFORM_NAME_PROJECTION);
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shader.locs[SHADER_LOC_MATRIX_MODEL] = rlGetLocationUniform(shader.id, DEFAULT_SHADER_UNIFORM_NAME_MODEL);
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shader.locs[SHADER_LOC_MATRIX_NORMAL] = rlGetLocationUniform(shader.id, DEFAULT_SHADER_UNIFORM_NAME_NORMAL);
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shader.locs[SHADER_LOC_MATRIX_MVP] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_MVP);
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shader.locs[SHADER_LOC_MATRIX_VIEW] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW);
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shader.locs[SHADER_LOC_MATRIX_PROJECTION] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION);
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shader.locs[SHADER_LOC_MATRIX_MODEL] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL);
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shader.locs[SHADER_LOC_MATRIX_NORMAL] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL);
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// Get handles to GLSL uniform locations (fragment shader)
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shader.locs[SHADER_LOC_COLOR_DIFFUSE] = rlGetLocationUniform(shader.id, DEFAULT_SHADER_UNIFORM_NAME_COLOR);
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shader.locs[SHADER_LOC_MAP_DIFFUSE] = rlGetLocationUniform(shader.id, DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0); // SHADER_LOC_MAP_ALBEDO
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shader.locs[SHADER_LOC_MAP_SPECULAR] = rlGetLocationUniform(shader.id, DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1); // SHADER_LOC_MAP_METALNESS
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shader.locs[SHADER_LOC_MAP_NORMAL] = rlGetLocationUniform(shader.id, DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2);
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shader.locs[SHADER_LOC_COLOR_DIFFUSE] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR);
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shader.locs[SHADER_LOC_MAP_DIFFUSE] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0); // SHADER_LOC_MAP_ALBEDO
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shader.locs[SHADER_LOC_MAP_SPECULAR] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1); // SHADER_LOC_MAP_METALNESS
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shader.locs[SHADER_LOC_MAP_NORMAL] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2);
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}
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return shader;
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