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REVIEWED: LoadShader() and default locations
Reviewed locations descriptions
This commit is contained in:
52
src/rlgl.h
52
src/rlgl.h
@@ -383,32 +383,32 @@ typedef struct RenderBatch {
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// Shader location point type
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typedef enum {
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SHADER_LOC_VERTEX_POSITION = 0, // Shader location point: position
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SHADER_LOC_VERTEX_TEXCOORD01, // Shader location point: texcoord01
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SHADER_LOC_VERTEX_TEXCOORD02, // Shader location point: texcoord02
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SHADER_LOC_VERTEX_NORMAL, // Shader location point: normal
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SHADER_LOC_VERTEX_TANGENT, // Shader location point: tangent
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SHADER_LOC_VERTEX_COLOR, // Shader location point: color
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SHADER_LOC_MATRIX_MVP, // Shader location point: model-view-projection matrix
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SHADER_LOC_MATRIX_VIEW, // Shader location point: view matrix
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SHADER_LOC_MATRIX_PROJECTION, // Shader location point: projection matrix
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SHADER_LOC_MATRIX_MODEL, // Shader location point: model matrix
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SHADER_LOC_MATRIX_NORMAL, // Shader location point: normal matrix
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SHADER_LOC_VECTOR_VIEW, // Shader location point: view vector
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SHADER_LOC_COLOR_DIFFUSE, // Shader location point: diffuse color
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SHADER_LOC_COLOR_SPECULAR, // Shader location point: specular color
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SHADER_LOC_COLOR_AMBIENT, // Shader location point: ambient color
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SHADER_LOC_MAP_ALBEDO, // Shader location point: albedo texture (same as: SHADER_LOC_MAP_DIFFUSE)
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SHADER_LOC_MAP_METALNESS, // Shader location point: metalness texture (same as: SHADER_LOC_MAP_SPECULAR)
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SHADER_LOC_MAP_NORMAL, // Shader location point: normal texture
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SHADER_LOC_MAP_ROUGHNESS, // Shader location point: roughness texture
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SHADER_LOC_MAP_OCCLUSION, // Shader location point: occlusion texture
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SHADER_LOC_MAP_EMISSION, // Shader location point: emission texture
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SHADER_LOC_MAP_HEIGHT, // Shader location point: height texture
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SHADER_LOC_MAP_CUBEMAP, // Shader location point: cubemap texture_cube_map
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SHADER_LOC_MAP_IRRADIANCE, // Shader location point: irradiance texture_cube_map
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SHADER_LOC_MAP_PREFILTER, // Shader location point: prefilter texture_cube_map
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SHADER_LOC_MAP_BRDF // Shader location point: brdf texture
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SHADER_LOC_VERTEX_POSITION = 0, // Shader location: vertex attribute: position
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SHADER_LOC_VERTEX_TEXCOORD01, // Shader location: vertex attribute: texcoord01
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SHADER_LOC_VERTEX_TEXCOORD02, // Shader location: vertex attribute: texcoord02
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SHADER_LOC_VERTEX_NORMAL, // Shader location: vertex attribute: normal
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SHADER_LOC_VERTEX_TANGENT, // Shader location: vertex attribute: tangent
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SHADER_LOC_VERTEX_COLOR, // Shader location: vertex attribute: color
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SHADER_LOC_MATRIX_MVP, // Shader location: matrix uniform: model-view-projection
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SHADER_LOC_MATRIX_VIEW, // Shader location: matrix uniform: view (camera transform)
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SHADER_LOC_MATRIX_PROJECTION, // Shader location: matrix uniform: projection
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SHADER_LOC_MATRIX_MODEL, // Shader location: matrix uniform: model (transform)
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SHADER_LOC_MATRIX_NORMAL, // Shader location: matrix uniform: normal
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SHADER_LOC_VECTOR_VIEW, // Shader location: vector uniform: view
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SHADER_LOC_COLOR_DIFFUSE, // Shader location: vector uniform: diffuse color
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SHADER_LOC_COLOR_SPECULAR, // Shader location: vector uniform: specular color
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SHADER_LOC_COLOR_AMBIENT, // Shader location: vector uniform: ambient color
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SHADER_LOC_MAP_ALBEDO, // Shader location: sampler2d texture: albedo (same as: SHADER_LOC_MAP_DIFFUSE)
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SHADER_LOC_MAP_METALNESS, // Shader location: sampler2d texture: metalness (same as: SHADER_LOC_MAP_SPECULAR)
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SHADER_LOC_MAP_NORMAL, // Shader location: sampler2d texture: normal
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SHADER_LOC_MAP_ROUGHNESS, // Shader location: sampler2d texture: roughness
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SHADER_LOC_MAP_OCCLUSION, // Shader location: sampler2d texture: occlusion
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SHADER_LOC_MAP_EMISSION, // Shader location: sampler2d texture: emission
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SHADER_LOC_MAP_HEIGHT, // Shader location: sampler2d texture: height
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SHADER_LOC_MAP_CUBEMAP, // Shader location: samplerCube texture: cubemap
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SHADER_LOC_MAP_IRRADIANCE, // Shader location: samplerCube texture: irradiance
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SHADER_LOC_MAP_PREFILTER, // Shader location: samplerCube texture: prefilter
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SHADER_LOC_MAP_BRDF // Shader location: sampler2d texture: brdf
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} ShaderLocationIndex;
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#define SHADER_LOC_MAP_DIFFUSE SHADER_LOC_MAP_ALBEDO
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